### 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 get_current_cursor_shape_func();
}
void Input::set_custom_mouse_cursor(const Ref<Resource> &p_cursor, CursorShape p_shape, const Vector2 &p_hotspot) {
	if (Engine::get_singleton()->is_editor_hint()) {
		return;
	}
	ERR_FAIL_INDEX(p_shape, CursorShape::CURSOR_MAX);
	set_custom_mouse_cursor_func(p_cursor, p_shape, p_hotspot);
}
void Input::parse_input_event(const Ref<InputEvent> &p_event) {
	_THREAD_SAFE_METHOD_
	ERR_FAIL_COND(p_event.is_null());
#ifdef DEBUG_ENABLED
	uint64_t curr_frame = Engine::get_singleton()->get_process_frames();
	if (curr_frame != last_parsed_frame) {
		frame_parsed_events.clear();
		last_parsed_frame = curr_frame;
		frame_parsed_events.insert(p_event);
	} else if (frame_parsed_events.has(p_event)) {
		
		
		
		
		
		
		
		
		
		WARN_PRINT_ONCE(
				"An input event object is being parsed more than once in the same frame, which is unsafe.\n"