### Godot version

4.0, 4.0.1

### System information

Windows 10

### Issue description

If Steam is open on your computer, input from a controller can be incorrectly detected as an InputEventKey. Closing Steam corrects this error.

Controller inputs should never be detected as an InputEventKey: According to the current documentation an InputEventKey is [only for keyboard events.](https://docs.godotengine.org/en/4.0/classes/class_inputeventkey.html)

**Video demonstration:** https://youtu.be/9krmPx9vYoc
**Controller used:** Dualshock 4

### Steps to reproduce

1. Run minimal reproduction project (or a script with the following code):
```
func _input(event : InputEvent) -> void:
	if event is InputEventKey:
		print ("Keyboard Event Detected")
```
2. Test if "Keyboard Event Detected" prints on Controller input with Steam open vs. with Steam closed. 

### Minimal reproduction project

[InputEventKey Controller Test.zip](https://github.com/godotengine/godot/files/11106151/InputEventKey.Controller.Test.zip)
for (int i = 0; i < (int)JoyButton::SDL_MAX; i++) {
		if (output == _joy_buttons[i]) {
			return JoyButton(i);
		}
	}
	return JoyButton::INVALID;
}
JoyAxis Input::_get_output_axis(String output) {
	for (int i = 0; i < (int)JoyAxis::SDL_MAX; i++) {
		if (output == _joy_axes[i]) {
			return JoyAxis(i);
		}
	}
	return JoyAxis::INVALID;
}
void Input::parse_mapping(String p_mapping) {