### 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)
void set_emulate_mouse_from_touch(bool p_emulate);
	bool is_emulating_mouse_from_touch() const;
	CursorShape get_default_cursor_shape() const;
	void set_default_cursor_shape(CursorShape p_shape);
	CursorShape get_current_cursor_shape() const;
	void set_custom_mouse_cursor(const Ref<Resource> &p_cursor, CursorShape p_shape = Input::CURSOR_ARROW, const Vector2 &p_hotspot = Vector2());
	void parse_mapping(String p_mapping);
	void joy_button(int p_device, JoyButton p_button, bool p_pressed);
	void joy_axis(int p_device, JoyAxis p_axis, float p_value);
	void joy_hat(int p_device, BitField<HatMask> p_val);
	void add_joy_mapping(String p_mapping, bool p_update_existing = false);
	void remove_joy_mapping(String p_guid);
	int get_unused_joy_id();
	bool is_joy_known(int p_device);
	String get_joy_guid(int p_device) const;
	void set_fallback_mapping(String p_guid);
	void flush_buffered_events();
	bool is_using_input_buffering();
	void set_use_input_buffering(bool p_enable);
	void set_use_accumulated_input(bool p_enable);
	bool is_using_accumulated_input();
	void release_pressed_events();
	void set_event_dispatch_function(EventDispatchFunc p_function);
	Input();
	~Input();
};
VARIANT_ENUM_CAST(Input::MouseMode);
VARIANT_ENUM_CAST(Input::CursorShape);
#endif