### 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)

for (int i = map_db.size() - 1; i >= 0; i--) {
		if (p_guid == map_db[i].uid) {
			map_db.remove_at(i);
		}
	}
	for (KeyValue<int, Joypad> &E : joy_names) {
		Joypad &joy = E.value;
		if (joy.uid == p_guid) {
			joy.mapping = -1;
		}
	}
}
void Input::set_fallback_mapping(String p_guid) {
	for (int i = 0; i < map_db.size(); i++) {
		if (map_db[i].uid == p_guid) {
			fallback_mapping = i;
			return;
		}
	}
}
bool Input::is_joy_known(int p_device) {
	if (joy_names.has(p_device)) {
		int mapping = joy_names[p_device].mapping;
		if (mapping != -1 && mapping != fallback_mapping) {
			return true;
		}
	}
	return false;
}
String Input::get_joy_guid(int p_device) const {