### 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)

"leftstick",
	"rightstick",
	"leftshoulder",
	"rightshoulder",
	"dpup",
	"dpdown",
	"dpleft",
	"dpright",
	"misc1",
	"paddle1",
	"paddle2",
	"paddle3",
	"paddle4",
	"touchpad",
};
static const char *_joy_axes[(size_t)JoyAxis::SDL_MAX] = {
	"leftx",
	"lefty",
	"rightx",
	"righty",
	"lefttrigger",
	"righttrigger",
};
Input *Input::singleton = nullptr;
void (*Input::set_mouse_mode_func)(Input::MouseMode) = nullptr;
Input::MouseMode (*Input::get_mouse_mode_func)() = nullptr;
void (*Input::warp_mouse_func)(const Vector2 &p_position) = nullptr;
Input::CursorShape (*Input::get_current_cursor_shape_func)() = nullptr;
void (*Input::set_custom_mouse_cursor_func)(const Ref<Resource> &, Input::CursorShape, const Vector2 &) = nullptr;
Input *Input::get_singleton() {