### 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)

_THREAD_SAFE_METHOD_
#if defined(VULKAN_ENABLED)
	if (context_vulkan) {
		context_vulkan->set_vsync_mode(p_window, p_vsync_mode);
	}
#endif
#if defined(GLES3_ENABLED)
	if (gl_manager) {
		gl_manager->set_use_vsync(p_window, p_vsync_mode != DisplayServer::VSYNC_DISABLED);
	}
#endif
}
DisplayServer::VSyncMode DisplayServerWindows::window_get_vsync_mode(WindowID p_window) const {
	_THREAD_SAFE_METHOD_
#if defined(VULKAN_ENABLED)
	if (context_vulkan) {
		return context_vulkan->get_vsync_mode(p_window);
	}
#endif
#if defined(GLES3_ENABLED)
	if (gl_manager) {
		return gl_manager->is_using_vsync(p_window) ? DisplayServer::VSYNC_ENABLED : DisplayServer::VSYNC_DISABLED;
	}
#endif
	return DisplayServer::VSYNC_ENABLED;
}
void DisplayServerWindows::set_context(Context p_context) {