### 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)

use_raw_input = true;
	RAWINPUTDEVICE rid[1] = {};
	rid[0].usUsagePage = 0x01;
	rid[0].usUsage = 0x02;
	rid[0].dwFlags = 0;
	if (p_target_window != INVALID_WINDOW_ID && windows.has(p_target_window)) {
		
		rid[0].hwndTarget = windows[p_target_window].hWnd;
	} else {
		
		rid[0].hwndTarget = 0;
	}
	if (RegisterRawInputDevices(rid, 1, sizeof(rid[0])) == FALSE) {
		
		use_raw_input = false;
	}
}
bool DisplayServerWindows::tts_is_speaking() const {
	ERR_FAIL_COND_V_MSG(!tts, false, "Enable the \"audio/general/text_to_speech\" project setting to use text-to-speech.");
	return tts->is_speaking();
}
bool DisplayServerWindows::tts_is_paused() const {
	ERR_FAIL_COND_V_MSG(!tts, false, "Enable the \"audio/general/text_to_speech\" project setting to use text-to-speech.");
	return tts->is_paused();
}
TypedArray<Dictionary> DisplayServerWindows::tts_get_voices() const {