### 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)
print_verbose("JoypadLinux: Unsupported udev library version!");
			} else {
				print_verbose("JoypadLinux: udev enabled and loaded successfully.");
			}
		} else {
			print_verbose("JoypadLinux: udev enabled, but couldn't be loaded. Falling back to /dev/input to detect joypads.");
		}
	}
#endif 
#else
	print_verbose("JoypadLinux: udev disabled, parsing /dev/input to detect joypads.");
#endif 
	input = in;
	monitor_joypads_thread.start(monitor_joypads_thread_func, this);
	joypad_events_thread.start(joypad_events_thread_func, this);
}
JoypadLinux::~JoypadLinux() {
	monitor_joypads_exit.set();
	joypad_events_exit.set();
	monitor_joypads_thread.wait_to_finish();
	joypad_events_thread.wait_to_finish();
	close_joypads();
}
void JoypadLinux::monitor_joypads_thread_func(void *p_user) {
	if (p_user) {
		JoypadLinux *joy = static_cast<JoypadLinux *>(p_user);
		joy->monitor_joypads_thread_run();
	}
}
void JoypadLinux::monitor_joypads_thread_run() {