### 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)

HashMap<int, VibrationInfo> joy_vibration;
	struct VelocityTrack {
		uint64_t last_tick = 0;
		Vector2 velocity;
		Vector2 accum;
		float accum_t = 0.0f;
		float min_ref_frame;
		float max_ref_frame;
		void update(const Vector2 &p_delta_p);
		void reset();
		VelocityTrack();
	};
	struct Joypad {
		StringName name;
		StringName uid;
		bool connected = false;
		bool last_buttons[(size_t)JoyButton::MAX] = { false };
		float last_axis[(size_t)JoyAxis::MAX] = { 0.0f };
		HatMask last_hat = HatMask::CENTER;
		int mapping = -1;
		int hat_current = 0;
		Dictionary info;
	};
	VelocityTrack mouse_velocity_track;
	HashMap<int, VelocityTrack> touch_velocity_track;
	HashMap<int, Joypad> joy_names;
	HashSet<uint32_t> ignored_device_ids;
	int fallback_mapping = -1;
	CursorShape default_shape = CURSOR_ARROW;
	enum JoyType {