### Godot version

v4.0.beta17.mono.official [c40020513]

### System information

Windows 11 22H2

### Issue description

If the game window receives a mouse button down message but misses its corresponding button up message, `pressrc` will become permanently out of sync with the actual physical mouse state, and `ReleaseCapture()` will never be called.

https://github.com/godotengine/godot/blob/00302860541e9cccc59abd93b930af2a6e6ec360/platform/windows/display_server_windows.cpp#L3264-L3275

### Steps to reproduce

Run the MRP, click and hold the left mouse button in the main window, drag your cursor outside the window, then alt+tab to some non-Godot application, then release the mouse button.

Go back to the MRP windows, and observe that one window is completely unresponsive, and the other window can't be moved/resized/maximized/closed.

### Minimal reproduction project

[mouse_capture_bug.zip](https://github.com/godotengine/godot/files/10609122/mouse_capture_bug.zip)

SetCursorPos(pos.x, pos.y);
			}
			mm->set_velocity(Input::get_singleton()->get_last_mouse_velocity());
			if (old_invalid) {
				old_x = mm->get_position().x;
				old_y = mm->get_position().y;
				old_invalid = false;
			}
			mm->set_relative(Vector2(mm->get_position() - Vector2(old_x, old_y)));
			old_x = mm->get_position().x;
			old_y = mm->get_position().y;
			if (receiving_window_id != window_id) {
				
				mm->set_position(mm->get_position() - window_get_position(receiving_window_id) + window_get_position(window_id));
				mm->set_global_position(mm->get_position());
			}
			Input::get_singleton()->parse_input_event(mm);
		} break;
		case WM_LBUTTONDOWN:
		case WM_LBUTTONUP:
			if (Input::get_singleton()->is_emulating_mouse_from_touch()) {
				
				LPARAM extra = GetMessageExtraInfo();
				if (IsTouchEvent(extra)) {
					break;
				}
			}
			[[fallthrough]];
		case WM_MBUTTONDOWN:
		case WM_MBUTTONUP: