### 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)

String pf = p_function;
	if ((p_idx == 0 && (pf == "is_action_pressed" || pf == "action_press" || pf == "action_release" || pf == "is_action_just_pressed" || pf == "is_action_just_released" || pf == "get_action_strength" || pf == "get_action_raw_strength")) ||
			(p_idx < 2 && pf == "get_axis") ||
			(p_idx < 4 && pf == "get_vector")) {
		List<PropertyInfo> pinfo;
		ProjectSettings::get_singleton()->get_property_list(&pinfo);
		for (const PropertyInfo &pi : pinfo) {
			if (!pi.name.begins_with("input/")) {
				continue;
			}
			String name = pi.name.substr(pi.name.find("/") + 1, pi.name.length());
			r_options->push_back(name.quote());
		}
	}
}
void Input::VelocityTrack::update(const Vector2 &p_delta_p) {