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This will make Steam handle the controller and pass the inputs to RL, which has native Steam Input compatibility
TBH, RL has been using Steam Input for ages so they probably broke something and didn't realize
So, before Epic Games acquired the devs of Rocket League, this game on Steam had Steam Input API support, which meant you can assign in-game actions to any supported controller on Steam, including the Dualshock 4, and there was likely a way to change the LEDs in response to the game's changes. But when EG acquired the devs and the game, they then gutted Steam Input support out from the game claiming that the new features would not work well with the input system, which was a ♥♥♥♥♥♥♥♥ response from a team or higher-up that had no idea what the system even was, and just wanted to guarantee basic keyboard or Xinput controls working on the Epic Games version. I wouldn't be surprised that, with the game being constantly updated, that some rogue code that touched Steam Input was hiding in some users' layout configs.
God, Epic Games needs to die a firey death.
Steam > Settings > Interface > Client Beta Participation
If you rather stay on stable Steam, the workaround is to turn off auto-calibrate gyro, steps described here (don't have to go via BPM now, can do Steam > Settings ...): https://steamcommunity.com/groups/SteamClientBeta/discussions/3/3763356482609912557/?ctp=2#c3763356923845647958
(I'd written in other posts that that bug is back but now believe its just similar/has related triggers. I'm using a DualSense and on stable Steam I'm able to turn auto-cal gyro back on and things remain working as expected - like auto-cal needed toggling or something... Not even sure if that older bug affected DualSense or was DS4 only)