### 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)

return use_input_buffering;
}
void Input::set_use_input_buffering(bool p_enable) {
	use_input_buffering = p_enable;
}
void Input::set_use_accumulated_input(bool p_enable) {
	use_accumulated_input = p_enable;
}
bool Input::is_using_accumulated_input() {
	return use_accumulated_input;
}
void Input::release_pressed_events() {
	flush_buffered_events(); 
	keys_pressed.clear();
	physical_keys_pressed.clear();
	key_label_pressed.clear();
	joy_buttons_pressed.clear();
	_joy_axis.clear();
	for (KeyValue<StringName, Input::Action> &E : action_state) {
		if (E.value.pressed > 0) {
			
			E.value.pressed = 1;
			action_release(E.key);
		}
	}
}
void Input::set_event_dispatch_function(EventDispatchFunc p_function) {