### 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_
	return keys_pressed.has(p_keycode);
}
bool Input::is_physical_key_pressed(Key p_keycode) const {
	_THREAD_SAFE_METHOD_
	return physical_keys_pressed.has(p_keycode);
}
bool Input::is_key_label_pressed(Key p_keycode) const {
	_THREAD_SAFE_METHOD_
	return key_label_pressed.has(p_keycode);
}
bool Input::is_mouse_button_pressed(MouseButton p_button) const {
	_THREAD_SAFE_METHOD_
	return mouse_button_mask.has_flag(mouse_button_to_mask(p_button));
}
static JoyAxis _combine_device(JoyAxis p_value, int p_device) {
	return JoyAxis((int)p_value | (p_device << 20));
}
static JoyButton _combine_device(JoyButton p_value, int p_device) {