### 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)
if (p_guid.is_empty()) {
			int uidlen = MIN(p_name.length(), 16);
			for (int i = 0; i < uidlen; i++) {
				uidname = uidname + _hex_str(p_name[i]);
			}
		}
		js.uid = uidname;
		js.connected = true;
		int mapping = fallback_mapping;
		for (int i = 0; i < map_db.size(); i++) {
			if (js.uid == map_db[i].uid) {
				mapping = i;
				js.name = map_db[i].name;
			}
		}
		js.mapping = mapping;
	} else {
		js.connected = false;
		for (int i = 0; i < (int)JoyButton::MAX; i++) {
			JoyButton c = _combine_device((JoyButton)i, p_idx);
			joy_buttons_pressed.erase(c);
		}
		for (int i = 0; i < (int)JoyAxis::MAX; i++) {
			set_joy_axis(p_idx, (JoyAxis)i, 0.0f);
		}
	}
	joy_names[p_idx] = js;
	emit_signal(SNAME("joy_connection_changed"), p_idx, p_connected);
}
Vector3 Input::get_gravity() const {