### 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)

mb->set_button_index(MouseButton::MB_XBUTTON1);
					} else {
						mb->set_button_index(MouseButton::MB_XBUTTON2);
					}
				} break;
				case WM_XBUTTONDBLCLK: {
					mb->set_pressed(true);
					if (HIWORD(wParam) == XBUTTON1) {
						mb->set_button_index(MouseButton::MB_XBUTTON1);
					} else {
						mb->set_button_index(MouseButton::MB_XBUTTON2);
					}
					mb->set_double_click(true);
				} break;
				default: {
					return 0;
				}
			}
			mb->set_ctrl_pressed((wParam & MK_CONTROL) != 0);
			mb->set_shift_pressed((wParam & MK_SHIFT) != 0);
			mb->set_alt_pressed(alt_mem);
			
			if (mb->is_pressed()) {
				last_button_state.set_flag(mouse_button_to_mask(mb->get_button_index()));
			} else {
				last_button_state.clear_flag(mouse_button_to_mask(mb->get_button_index()));
			}
			mb->set_button_mask(last_button_state);
			mb->set_position(Vector2(GET_X_LPARAM(lParam), GET_Y_LPARAM(lParam)));
			if (mouse_mode == MOUSE_MODE_CAPTURED && !use_raw_input) {