### 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 gravity;
}
Vector3 Input::get_accelerometer() const {
	_THREAD_SAFE_METHOD_
	return accelerometer;
}
Vector3 Input::get_magnetometer() const {
	_THREAD_SAFE_METHOD_
	return magnetometer;
}
Vector3 Input::get_gyroscope() const {
	_THREAD_SAFE_METHOD_
	return gyroscope;
}
void Input::_parse_input_event_impl(const Ref<InputEvent> &p_event, bool p_is_emulated) {
	
	
	DEV_ASSERT(Thread::get_caller_id() == Thread::get_main_id());
	
	
	
	
	
	
	Ref<InputEventKey> k = p_event;
	if (k.is_valid() && !k->is_echo() && k->get_keycode() != Key::NONE) {
		if (k->is_pressed()) {