### 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)

uint64_t tick = OS::get_singleton()->get_ticks_usec();
	uint32_t tdiff = tick - last_tick;
	float delta_t = tdiff / 1000000.0;
	last_tick = tick;
	if (delta_t > max_ref_frame) {
		
		velocity = Vector2();
		accum = p_delta_p;
		accum_t = 0;
		return;
	}
	accum += p_delta_p;
	accum_t += delta_t;
	if (accum_t < min_ref_frame) {
		
		return;
	}
	velocity = accum / accum_t;
	accum = Vector2();
	accum_t = 0;
}
void Input::VelocityTrack::reset() {