### 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)

}
		js.uid = uidname;
		js.connected = true;
		int mapping = fallback_mapping;
		for (int i = 0; i < map_db.size(); i++) {
			if (js.uid == map_db[i].uid) {
				mapping = i;
				js.name = map_db[i].name;
			}
		}
		js.mapping = mapping;
	} else {
		js.connected = false;
		for (int i = 0; i < (int)JoyButton::MAX; i++) {
			JoyButton c = _combine_device((JoyButton)i, p_idx);
			joy_buttons_pressed.erase(c);
		}
		for (int i = 0; i < (int)JoyAxis::MAX; i++) {
			set_joy_axis(p_idx, (JoyAxis)i, 0.0f);
		}
	}
	joy_names[p_idx] = js;
	
	call_deferred("emit_signal", SNAME("joy_connection_changed"), p_idx, p_connected);
}
Vector3 Input::get_gravity() const {
	_THREAD_SAFE_METHOD_
	return gravity;
}
Vector3 Input::get_accelerometer() const {