### 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)

} hat;
		} input;
		JoyType outputType;
		union {
			JoyButton button;
			struct {
				JoyAxis axis;
				JoyAxisRange range;
			} axis;
		} output;
	};
	struct JoyDeviceMapping {
		String uid;
		String name;
		Vector<JoyBinding> bindings;
	};
	Vector<JoyDeviceMapping> map_db;
	JoyEvent _get_mapped_button_event(const JoyDeviceMapping &mapping, JoyButton p_button);
	JoyEvent _get_mapped_axis_event(const JoyDeviceMapping &mapping, JoyAxis p_axis, float p_value);
	void _get_mapped_hat_events(const JoyDeviceMapping &mapping, HatDir p_hat, JoyEvent r_events[(size_t)HatDir::MAX]);
	JoyButton _get_output_button(String output);
	JoyAxis _get_output_axis(String output);
	void _button_event(int p_device, JoyButton p_index, bool p_pressed);
	void _axis_event(int p_device, JoyAxis p_axis, float p_value);
	void _parse_input_event_impl(const Ref<InputEvent> &p_event, bool p_is_emulated);
	List<Ref<InputEvent>> buffered_events;
#ifdef DEBUG_ENABLED
	HashSet<Ref<InputEvent>> frame_parsed_events;
	uint64_t last_parsed_frame = UINT64_MAX;
#endif