How do I ignore Controller Inputs

I am making a game and these 2 separate characters are moving in unison
the is the frist ones srcipt thats supposed to only be key board

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerMovement : MonoBehaviour
{
    [Header("Movement")]
    public float moveSpeed;

    public float groundDrag;

    public float jumpForce;
    public float jumpCooldown;
    public float airMultiplier;
    bool readyToJump;

    [Header("Keybinds")]
    public KeyCode jumpKey = KeyCode.Space;

    [Header("Ground Check")]
    public float playerHeight;
    public LayerMask whatIsGround;
    bool grounded;

    public Transform orientation;

    float horizontalInput;
    float verticalInput;

    Vector3 moveDirection;

    Rigidbody rb;

    private void Start()
    {
        rb = GetComponent<Rigidbody>();
        rb.freezeRotation = true;
    }

    private void Update()
    {
        grounded = Physics.Raycast(transform.position, Vector3.down, playerHeight * 0.5f + 0.2f, whatIsGround);

        MyInput();
        SpeedControl();
        ResetJump();

        if (grounded){
          rb.drag = groundDrag;
        }
        else {
          rb.drag = 0;
        }
    }

    private void FixedUpdate()
    {
        MovePlayer();
    }

    private void MyInput()
    {
        horizontalInput = Input.GetAxisRaw("Horizontal");
        verticalInput = Input.GetAxisRaw("Vertical");

        if(Input.GetKey(jumpKey) && readyToJump && grounded){
            readyToJump = false;

            Jump();

            Invoke(nameof(ResetJump), jumpCooldown);
        }
    }

    private void MovePlayer()
    {
        moveDirection = orientation.forward * verticalInput + orientation.right * horizontalInput;

        if(grounded){
          rb.AddForce(moveDirection.normalized * moveSpeed * 10f, ForceMode.Force);
        }

        else if(!grounded)
           rb.AddForce(moveDirection.normalized * moveSpeed * 10f * airMultiplier, ForceMode.Force);
    }

    private void SpeedControl(){
        Vector3 flatVel = new Vector3(rb.velocity.x, 0f, rb.velocity.z);

        if(flatVel.magnitude > moveSpeed){
            Vector3 limitedVel = flatVel.normalized * moveSpeed;
            rb.velocity = new Vector3(limitedVel.x, rb.velocity.y, limitedVel.z);
        }
    }

    private void Jump(){
        rb.velocity = new Vector3(rb.velocity.x, 0f, rb.velocity.z);

        rb.AddForce(transform.up * jumpForce, ForceMode.Impulse);
    }

    private void ResetJump(){
        readyToJump = true;
    }
}

and this is the controllers (esecially CharacterController.move)

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Example : MonoBehaviour
{
    private CharacterController controller;
    private Vector3 playerVelocity;
    private bool groundedPlayer;
    [SerializeField]
    private float playerSpeed = 2.0f;
    [SerializeField]
    private float jumpHeight = 1.0f;
    [SerializeField]
    private float gravityValue = -9.81f;

    private void Start()
    {
        controller = gameObject.GetComponent<CharacterController>();
    }

    void Update()
    {

        groundedPlayer = controller.isGrounded;
        if (groundedPlayer && playerVelocity.y < 0)
        {
            playerVelocity.y = 0f;
        }

        Vector3 move = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
        controller.Move(move * Time.deltaTime * playerSpeed);

        if (move != Vector3.zero)
        {
            gameObject.transform.forward = move;
        }

        // Changes the height position of the player..
        if (Input.GetButtonDown("Jump") && groundedPlayer)
        {
            playerVelocity.y += Mathf.Sqrt(jumpHeight * -3.0f * gravityValue);
        }

        playerVelocity.y += gravityValue * Time.deltaTime;
        controller.Move(playerVelocity * Time.deltaTime);
        }  
}

GetAxis/GetAxisRaw isn’t really exclusive to either controller or keyboard, depending on your inputs. You would need to use the InputManager to set up seperate binds for either input device if you’re using the old input system: Unity - Manual: Input Manager