### 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 JoyButton((int)p_value | (p_device << 20));
}
bool Input::is_joy_button_pressed(int p_device, JoyButton p_button) const {
	_THREAD_SAFE_METHOD_
	return joy_buttons_pressed.has(_combine_device(p_button, p_device));
}
bool Input::is_action_pressed(const StringName &p_action, bool p_exact) const {
	ERR_FAIL_COND_V_MSG(!InputMap::get_singleton()->has_action(p_action), false, InputMap::get_singleton()->suggest_actions(p_action));
	return action_state.has(p_action) && action_state[p_action].pressed && (p_exact ? action_state[p_action].exact : true);
}
bool Input::is_action_just_pressed(const StringName &p_action, bool p_exact) const {
	ERR_FAIL_COND_V_MSG(!InputMap::get_singleton()->has_action(p_action), false, InputMap::get_singleton()->suggest_actions(p_action));
	HashMap<StringName, Action>::ConstIterator E = action_state.find(p_action);
	if (!E) {
		return false;
	}
	if (p_exact && E->value.exact == false) {
		return false;
	}
	
	bool pressed_requirement = legacy_just_pressed_behavior ? E->value.pressed : true;
	if (Engine::get_singleton()->is_in_physics_frame()) {
		return pressed_requirement && E->value.pressed_physics_frame == Engine::get_singleton()->get_physics_frames();
	} else {
		return pressed_requirement && E->value.pressed_process_frame == Engine::get_singleton()->get_process_frames();
	}
}
bool Input::is_action_just_released(const StringName &p_action, bool p_exact) const {