### 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)
_THREAD_SAFE_METHOD_;
	ERR_FAIL_INDEX((int)p_axis, (int)JoyAxis::MAX);
	Joypad &joy = joy_names[p_device];
	if (joy.last_axis[(size_t)p_axis] == p_value) {
		return;
	}
	joy.last_axis[(size_t)p_axis] = p_value;
	if (joy.mapping == -1) {
		_axis_event(p_device, p_axis, p_value);
		return;
	}
	JoyEvent map = _get_mapped_axis_event(map_db[joy.mapping], p_axis, p_value);
	if (map.type == TYPE_BUTTON) {
		bool pressed = map.value > 0.5;
		if (pressed != joy_buttons_pressed.has(_combine_device((JoyButton)map.index, p_device))) {
			_button_event(p_device, (JoyButton)map.index, pressed);
		}
		
		switch ((JoyButton)map.index) {
			case JoyButton::DPAD_UP:
				if (joy_buttons_pressed.has(_combine_device(JoyButton::DPAD_DOWN, p_device))) {
					_button_event(p_device, JoyButton::DPAD_DOWN, false);
				}
				break;
			case JoyButton::DPAD_DOWN:
				if (joy_buttons_pressed.has(_combine_device(JoyButton::DPAD_UP, p_device))) {
					_button_event(p_device, JoyButton::DPAD_UP, false);