### 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)

event.index = (int)binding.output.button;
						switch (binding.input.axis.range) {
							case POSITIVE_HALF_AXIS:
								event.value = shifted_positive_value;
								break;
							case NEGATIVE_HALF_AXIS:
								event.value = 1 - shifted_positive_value;
								break;
							case FULL_AXIS:
								
								
								event.value = (shifted_positive_value * 2) - 1;
								break;
						}
						return event;
					case TYPE_AXIS:
						event.index = (int)binding.output.axis.axis;
						event.value = value;
						if (binding.output.axis.range != binding.input.axis.range) {
							switch (binding.output.axis.range) {
								case POSITIVE_HALF_AXIS:
									event.value = shifted_positive_value;
									break;
								case NEGATIVE_HALF_AXIS:
									event.value = shifted_positive_value - 1;
									break;
								case FULL_AXIS:
									event.value = (shifted_positive_value * 2) - 1;
									break;
							}