### 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)
const char *path = udev_list_entry_get_name(dev_list_entry);
		dev = udev_device_new_from_syspath(p_udev, path);
		const char *devnode = udev_device_get_devnode(dev);
		if (devnode) {
			String devnode_str = devnode;
			if (devnode_str.find(ignore_str) == -1) {
				open_joypad(devnode);
			}
		}
		udev_device_unref(dev);
	}
	udev_enumerate_unref(enumerate);
}
void JoypadLinux::monitor_joypads(udev *p_udev) {
	udev_device *dev = nullptr;
	udev_monitor *mon = udev_monitor_new_from_netlink(p_udev, "udev");
	udev_monitor_filter_add_match_subsystem_devtype(mon, "input", nullptr);
	udev_monitor_enable_receiving(mon);
	int fd = udev_monitor_get_fd(mon);
	while (!monitor_joypads_exit.is_set()) {
		fd_set fds;
		struct timeval tv;
		int ret;
		FD_ZERO(&fds);
		FD_SET(fd, &fds);