### 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)
for (int i = 0; i < JOYPADS_MAX; i++) {
		MutexLock lock(joypads_mutex[i]);
		Joypad &joypad = joypads[i];
		close_joypad(joypad, i);
	}
}
void JoypadLinux::close_joypad(const char *p_devpath) {
	for (int i = 0; i < JOYPADS_MAX; i++) {
		MutexLock lock(joypads_mutex[i]);
		Joypad &joypad = joypads[i];
		if (joypads[i].devpath == p_devpath) {
			close_joypad(joypad, i);
		}
	}
}
void JoypadLinux::close_joypad(Joypad &p_joypad, int p_id) {