### 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)

}
				break;
			case JoyButton::DPAD_LEFT:
				if (joy_buttons_pressed.has(_combine_device(JoyButton::DPAD_RIGHT, p_device))) {
					_button_event(p_device, JoyButton::DPAD_RIGHT, false);
				}
				break;
			case JoyButton::DPAD_RIGHT:
				if (joy_buttons_pressed.has(_combine_device(JoyButton::DPAD_LEFT, p_device))) {
					_button_event(p_device, JoyButton::DPAD_LEFT, false);
				}
				break;
			default:
				
				break;
		}
		return;
	}
	if (map.type == TYPE_AXIS) {
		JoyAxis axis = JoyAxis(map.index);
		float value = map.value;
		if (axis == JoyAxis::TRIGGER_LEFT || axis == JoyAxis::TRIGGER_RIGHT) {
			
			value = 0.5f + value / 2.0f;
		}
		_axis_event(p_device, axis, value);
		return;
	}
}
void Input::joy_hat(int p_device, BitField<HatMask> p_val) {