### 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)
while (!monitor_joypads_exit.is_set()) {
		DIR *input_directory;
		input_directory = opendir("/dev/input");
		if (input_directory) {
			struct dirent *current;
			char fname[64];
			while ((current = readdir(input_directory)) != nullptr) {
				if (strncmp(current->d_name, "event", 5) != 0) {
					continue;
				}
				sprintf(fname, "/dev/input/%.*s", 16, current->d_name);
				if (attached_devices.find(fname) == -1) {
					open_joypad(fname);
				}
			}
		}
		closedir(input_directory);
		usleep(1000000); 
	}
}
void JoypadLinux::close_joypads() {