### 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)

_THREAD_SAFE_METHOD_
	return accelerometer;
}
Vector3 Input::get_magnetometer() const {
	_THREAD_SAFE_METHOD_
	return magnetometer;
}
Vector3 Input::get_gyroscope() const {
	_THREAD_SAFE_METHOD_
	return gyroscope;
}
void Input::_parse_input_event_impl(const Ref<InputEvent> &p_event, bool p_is_emulated) {
	
	
	DEV_ASSERT(Thread::get_caller_id() == Thread::get_main_id());
	
	
	
	
	
	
	Ref<InputEventKey> k = p_event;
	if (k.is_valid() && !k->is_echo() && k->get_keycode() != Key::NONE) {
		if (k->is_pressed()) {
			keys_pressed.insert(k->get_keycode());
		} else {
			keys_pressed.erase(k->get_keycode());
		}
	}