### 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)

Action &action = action_state[p_action];
	action.pressed++;
	if (action.pressed == 1) {
		action.pressed_physics_frame = Engine::get_singleton()->get_physics_frames();
		action.pressed_process_frame = Engine::get_singleton()->get_process_frames();
	}
	action.strength = p_strength;
	action.raw_strength = p_strength;
	action.exact = true;
}
void Input::action_release(const StringName &p_action) {
	
	Action &action = action_state[p_action];
	action.pressed--;
	if (action.pressed == 0) {
		action.released_physics_frame = Engine::get_singleton()->get_physics_frames();
		action.released_process_frame = Engine::get_singleton()->get_process_frames();
	}
	action.strength = 0.0f;
	action.raw_strength = 0.0f;
	action.exact = true;
}
void Input::set_emulate_touch_from_mouse(bool p_emulate) {