### 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)
tv.tv_sec = 0;
		tv.tv_usec = 0;
		ret = select(fd + 1, &fds, nullptr, nullptr, &tv);
		
		if (ret > 0 && FD_ISSET(fd, &fds)) {
			/* Make the call to receive the device.
			   select() ensured that this will not block. */
			dev = udev_monitor_receive_device(mon);
			if (dev && udev_device_get_devnode(dev) != nullptr) {
				String action = udev_device_get_action(dev);
				const char *devnode = udev_device_get_devnode(dev);
				if (devnode) {
					String devnode_str = devnode;
					if (devnode_str.find(ignore_str) == -1) {
						if (action == "add") {
							open_joypad(devnode);
						} else if (String(action) == "remove") {
							close_joypad(devnode);
						}
					}
				}
				udev_device_unref(dev);
			}
		}
		usleep(50000);
	}
	udev_monitor_unref(mon);
}
#endif
void JoypadLinux::monitor_joypads() {