### 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)

ERR_FAIL_COND_V(!joy_names.has(p_device), "");
	return joy_names[p_device].uid;
}
Dictionary Input::get_joy_info(int p_device) const {
	ERR_FAIL_COND_V(!joy_names.has(p_device), Dictionary());
	return joy_names[p_device].info;
}
bool Input::should_ignore_device(int p_vendor_id, int p_product_id) const {
	uint32_t full_id = (((uint32_t)p_vendor_id) << 16) | ((uint16_t)p_product_id);
	return ignored_device_ids.has(full_id);
}
TypedArray<int> Input::get_connected_joypads() {
	TypedArray<int> ret;
	HashMap<int, Joypad>::Iterator elem = joy_names.begin();
	while (elem) {
		if (elem->value.connected) {
			ret.push_back(elem->key);
		}
		++elem;
	}
	return ret;
}
int Input::get_unused_joy_id() {