### 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)
} else if (output[0] == '-') {
				output_range = NEGATIVE_HALF_AXIS;
			}
			output = output.substr(1);
		}
		JoyAxisRange input_range = FULL_AXIS;
		if (input[0] == '+') {
			input_range = POSITIVE_HALF_AXIS;
			input = input.substr(1);
		} else if (input[0] == '-') {
			input_range = NEGATIVE_HALF_AXIS;
			input = input.substr(1);
		}
		bool invert_axis = false;
		if (input[input.length() - 1] == '~') {
			invert_axis = true;
			input = input.left(input.length() - 1);
		}
		JoyButton output_button = _get_output_button(output);
		JoyAxis output_axis = _get_output_axis(output);
		if (output_button == JoyButton::INVALID && output_axis == JoyAxis::INVALID) {
			print_verbose(vformat("Unrecognized output string \"%s\" in mapping:\n%s", output, p_mapping));
		}
		ERR_CONTINUE_MSG(output_button != JoyButton::INVALID && output_axis != JoyAxis::INVALID,
				vformat("Output string \"%s\" matched both button and axis in mapping:\n%s", output, p_mapping));
		JoyBinding binding;
		if (output_button != JoyButton::INVALID) {
			binding.outputType = TYPE_BUTTON;
			binding.output.button = output_button;
		} else if (output_axis != JoyAxis::INVALID) {