### 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)

if (joy_vibration.has(p_device)) {
		return joy_vibration[p_device].duration;
	} else {
		return 0.f;
	}
}
static String _hex_str(uint8_t p_byte) {
	static const char *dict = "0123456789abcdef";
	char ret[3];
	ret[2] = 0;
	ret[0] = dict[p_byte >> 4];
	ret[1] = dict[p_byte & 0xf];
	return ret;
}
void Input::joy_connection_changed(int p_idx, bool p_connected, String p_name, String p_guid, Dictionary p_joypad_info) {
	_THREAD_SAFE_METHOD_
	Joypad js;
	js.name = p_connected ? p_name : "";
	js.uid = p_connected ? p_guid : "";
	js.info = p_connected ? p_joypad_info : Dictionary();
	if (p_connected) {
		String uidname = p_guid;
		if (p_guid.is_empty()) {
			int uidlen = MIN(p_name.length(), 16);
			for (int i = 0; i < uidlen; i++) {
				uidname = uidname + _hex_str(p_name[i]);
			}