### 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)

continue;
			}
			r_events[(size_t)hat_direction].type = binding.outputType;
			switch (binding.outputType) {
				case TYPE_BUTTON:
					r_events[(size_t)hat_direction].index = (int)binding.output.button;
					break;
				case TYPE_AXIS:
					r_events[(size_t)hat_direction].index = (int)binding.output.axis.axis;
					switch (binding.output.axis.range) {
						case POSITIVE_HALF_AXIS:
							r_events[(size_t)hat_direction].value = 1;
							break;
						case NEGATIVE_HALF_AXIS:
							r_events[(size_t)hat_direction].value = -1;
							break;
						case FULL_AXIS:
							
							
							r_events[(size_t)hat_direction].value = 1;
							break;
					}
					break;
				default:
					ERR_PRINT_ONCE("Joypad button mapping error.");
			}
		}
	}
}
JoyButton Input::_get_output_button(String output) {