### 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)
last_tick = OS::get_singleton()->get_ticks_usec();
	velocity = Vector2();
	accum = Vector2();
	accum_t = 0;
}
Input::VelocityTrack::VelocityTrack() {
	min_ref_frame = 0.1;
	max_ref_frame = 3.0;
	reset();
}
bool Input::is_anything_pressed() const {
	_THREAD_SAFE_METHOD_
	if (!keys_pressed.is_empty() || !joy_buttons_pressed.is_empty() || !mouse_button_mask.is_empty()) {
		return true;
	}
	for (const KeyValue<StringName, Input::Action> &E : action_state) {
		if (E.value.pressed) {
			return true;
		}
	}
	return false;
}
bool Input::is_key_pressed(Key p_keycode) const {