### 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_MSG(!InputMap::get_singleton()->has_action(p_action), 0.0, InputMap::get_singleton()->suggest_actions(p_action));
	HashMap<StringName, Action>::ConstIterator E = action_state.find(p_action);
	if (!E) {
		return 0.0f;
	}
	if (p_exact && E->value.exact == false) {
		return 0.0f;
	}
	return E->value.strength;
}
float Input::get_action_raw_strength(const StringName &p_action, bool p_exact) const {
	ERR_FAIL_COND_V_MSG(!InputMap::get_singleton()->has_action(p_action), 0.0, InputMap::get_singleton()->suggest_actions(p_action));
	HashMap<StringName, Action>::ConstIterator E = action_state.find(p_action);
	if (!E) {
		return 0.0f;
	}
	if (p_exact && E->value.exact == false) {
		return 0.0f;
	}
	return E->value.raw_strength;
}
float Input::get_axis(const StringName &p_negative_action, const StringName &p_positive_action) const {