### 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)

_THREAD_SAFE_METHOD_;
	const Joypad &joy = joy_names[p_device];
	JoyEvent map[(size_t)HatDir::MAX];
	map[(size_t)HatDir::UP].type = TYPE_BUTTON;
	map[(size_t)HatDir::UP].index = (int)JoyButton::DPAD_UP;
	map[(size_t)HatDir::UP].value = 0;
	map[(size_t)HatDir::RIGHT].type = TYPE_BUTTON;
	map[(size_t)HatDir::RIGHT].index = (int)JoyButton::DPAD_RIGHT;
	map[(size_t)HatDir::RIGHT].value = 0;
	map[(size_t)HatDir::DOWN].type = TYPE_BUTTON;
	map[(size_t)HatDir::DOWN].index = (int)JoyButton::DPAD_DOWN;
	map[(size_t)HatDir::DOWN].value = 0;
	map[(size_t)HatDir::LEFT].type = TYPE_BUTTON;
	map[(size_t)HatDir::LEFT].index = (int)JoyButton::DPAD_LEFT;
	map[(size_t)HatDir::LEFT].value = 0;
	if (joy.mapping != -1) {
		_get_mapped_hat_events(map_db[joy.mapping], (HatDir)0, map);
	}