### 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)

last_tick = OS::get_singleton()->get_ticks_usec();
	velocity = Vector2();
	accum = Vector2();
	accum_t = 0;
}
Input::VelocityTrack::VelocityTrack() {
	min_ref_frame = 0.1;
	max_ref_frame = 3.0;
	reset();
}
bool Input::is_anything_pressed() const {
	_THREAD_SAFE_METHOD_
	if (!keys_pressed.is_empty() || !joy_buttons_pressed.is_empty() || !mouse_button_mask.is_empty()) {
		return true;
	}
	for (const KeyValue<StringName, Input::Action> &E : action_state) {
		if (E.value.pressed) {
			return true;
		}
	}
	return false;
}
bool Input::is_key_pressed(Key p_keycode) const {