### Godot version

4.2 bc88dca

### System information

Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (NVIDIA; 30.0.15.1403) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads)

### Issue description

After #80859 if you have an action that uses joypad axis, it can get stuck very easily and don't get released until more input. The `pressed` counter can go above 1, because multiple pressed events are received in a row, without equivalent release events that would release the action.

### Steps to reproduce

1. Create an action that uses joypad axis event
2. Start the project and press the action a few times
3. Eventually it will not release

### Minimal reproduction project

[BrokenAxis.zip](https://github.com/godotengine/godot/files/12476218/BrokenAxis.zip)

}
	Ref<InputEventScreenTouch> st = p_event;
	if (st.is_valid()) {
		if (st->is_pressed()) {
			VelocityTrack &track = touch_velocity_track[st->get_index()];
			track.reset();
		} else {
			
			
			touch_velocity_track.erase(st->get_index());
		}
		if (emulate_mouse_from_touch) {
			bool translate = false;
			if (st->is_pressed()) {
				if (mouse_from_touch_index == -1) {
					translate = true;
					mouse_from_touch_index = st->get_index();
				}
			} else {
				if (st->get_index() == mouse_from_touch_index) {
					translate = true;
					mouse_from_touch_index = -1;
				}
			}
			if (translate) {
				Ref<InputEventMouseButton> button_event;
				button_event.instantiate();
				button_event->set_device(InputEvent::DEVICE_ID_EMULATION);
				button_event->set_position(st->get_position());
				button_event->set_global_position(st->get_position());