### 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)
drag_event->set_device(InputEvent::DEVICE_ID_EMULATION);
			_THREAD_SAFE_UNLOCK_
			event_dispatch_function(drag_event);
			_THREAD_SAFE_LOCK_
		}
	}
	Ref<InputEventScreenTouch> st = p_event;
	if (st.is_valid()) {
		if (st->is_pressed()) {
			VelocityTrack &track = touch_velocity_track[st->get_index()];
			track.reset();
		} else {
			
			
			touch_velocity_track.erase(st->get_index());
		}
		if (emulate_mouse_from_touch) {
			bool translate = false;
			if (st->is_pressed()) {
				if (mouse_from_touch_index == -1) {
					translate = true;
					mouse_from_touch_index = st->get_index();
				}
			} else {
				if (st->get_index() == mouse_from_touch_index) {
					translate = true;
					mouse_from_touch_index = -1;
				}
			}
			if (translate) {