### 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)
}
						return event;
					default:
						ERR_PRINT_ONCE("Joypad axis mapping error.");
				}
			}
		}
	}
	return event;
}
void Input::_get_mapped_hat_events(const JoyDeviceMapping &mapping, HatDir p_hat, JoyEvent r_events[(size_t)HatDir::MAX]) {
	for (int i = 0; i < mapping.bindings.size(); i++) {
		const JoyBinding binding = mapping.bindings[i];
		if (binding.inputType == TYPE_HAT && binding.input.hat.hat == p_hat) {
			HatDir hat_direction;
			switch (binding.input.hat.hat_mask) {
				case HatMask::UP:
					hat_direction = HatDir::UP;
					break;
				case HatMask::RIGHT:
					hat_direction = HatDir::RIGHT;
					break;
				case HatMask::DOWN:
					hat_direction = HatDir::DOWN;
					break;
				case HatMask::LEFT:
					hat_direction = HatDir::LEFT;
					break;
				default:
					ERR_PRINT_ONCE("Joypad button mapping error.");