### 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)

OS::get_singleton()->vibrate_handheld(p_duration_ms);
}
void Input::set_gravity(const Vector3 &p_gravity) {
	_THREAD_SAFE_METHOD_
	gravity = p_gravity;
}
void Input::set_accelerometer(const Vector3 &p_accel) {
	_THREAD_SAFE_METHOD_
	accelerometer = p_accel;
}
void Input::set_magnetometer(const Vector3 &p_magnetometer) {
	_THREAD_SAFE_METHOD_
	magnetometer = p_magnetometer;
}
void Input::set_gyroscope(const Vector3 &p_gyroscope) {
	_THREAD_SAFE_METHOD_
	gyroscope = p_gyroscope;
}
void Input::set_mouse_position(const Point2 &p_posf) {
	mouse_pos = p_posf;
}
Point2 Input::get_mouse_position() const {
	return mouse_pos;
}
Point2 Input::get_last_mouse_velocity() {
	mouse_velocity_track.update(Vector2());
	return mouse_velocity_track.velocity;
}
BitField<MouseButtonMask> Input::get_mouse_button_mask() const {