### 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)
TYPE_BUTTON,
		TYPE_AXIS,
		TYPE_HAT,
		TYPE_MAX,
	};
	enum JoyAxisRange {
		NEGATIVE_HALF_AXIS = -1,
		FULL_AXIS = 0,
		POSITIVE_HALF_AXIS = 1
	};
	struct JoyEvent {
		int type = TYPE_MAX;
		int index = -1; 
		float value = 0.f;
	};
	struct JoyBinding {
		JoyType inputType;
		union {
			JoyButton button;
			struct {
				JoyAxis axis;
				JoyAxisRange range;
				bool invert;
			} axis;
			struct {