### 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)

Vector3 gravity;
	Vector3 accelerometer;
	Vector3 magnetometer;
	Vector3 gyroscope;
	Vector2 mouse_pos;
	int64_t mouse_window = 0;
	bool legacy_just_pressed_behavior = false;
	struct Action {
		uint64_t pressed_physics_frame = UINT64_MAX;
		uint64_t pressed_process_frame = UINT64_MAX;
		uint64_t released_physics_frame = UINT64_MAX;
		uint64_t released_process_frame = UINT64_MAX;
		int pressed = 0;
		bool exact = true;
		float strength = 0.0f;
		float raw_strength = 0.0f;
	};
	HashMap<StringName, Action> action_state;
	bool emulate_touch_from_mouse = false;
	bool emulate_mouse_from_touch = false;
	bool use_input_buffering = false;
	bool use_accumulated_input = true;
	int mouse_from_touch_index = -1;
	struct VibrationInfo {
		float weak_magnitude;
		float strong_magnitude;
		float duration; 
		uint64_t timestamp;
	};