### 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)
emulate_mouse_from_touch = p_emulate;
}
bool Input::is_emulating_mouse_from_touch() const {
	return emulate_mouse_from_touch;
}
Input::CursorShape Input::get_default_cursor_shape() const {
	return default_shape;
}
void Input::set_default_cursor_shape(CursorShape p_shape) {
	if (default_shape == p_shape) {
		return;
	}
	default_shape = p_shape;
	
	
	Ref<InputEventMouseMotion> mm;
	mm.instantiate();
	mm->set_position(mouse_pos);
	mm->set_global_position(mouse_pos);
	mm->set_device(InputEvent::DEVICE_ID_INTERNAL);
	parse_input_event(mm);
}
Input::CursorShape Input::get_current_cursor_shape() const {