### 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)

"If you are generating events in a script, you have to instantiate a new event instead of sending the same one more than once, unless the original one was sent on an earlier frame.\n"
				"You can call duplicate() on the event to get a new instance with identical values.");
	} else {
		frame_parsed_events.insert(p_event);
	}
#endif
	if (use_accumulated_input) {
		if (buffered_events.is_empty() || !buffered_events.back()->get()->accumulate(p_event)) {
			buffered_events.push_back(p_event);
		}
	} else if (use_input_buffering) {
		buffered_events.push_back(p_event);
	} else {
		_parse_input_event_impl(p_event, false);
	}
}
void Input::flush_buffered_events() {
	_THREAD_SAFE_METHOD_
	while (buffered_events.front()) {
		
		
		
		
		List<Ref<InputEvent>>::Element *E = buffered_events.front();
		Ref<InputEvent> e = E->get();
		buffered_events.pop_front();
		_parse_input_event_impl(e, false);
	}
}
bool Input::is_using_input_buffering() {