### Godot version

v4.0.beta17.mono.official [c40020513]

### System information

Windows 11 22H2

### Issue description

If the game window receives a mouse button down message but misses its corresponding button up message, `pressrc` will become permanently out of sync with the actual physical mouse state, and `ReleaseCapture()` will never be called.

https://github.com/godotengine/godot/blob/00302860541e9cccc59abd93b930af2a6e6ec360/platform/windows/display_server_windows.cpp#L3264-L3275

### Steps to reproduce

Run the MRP, click and hold the left mouse button in the main window, drag your cursor outside the window, then alt+tab to some non-Godot application, then release the mouse button.

Go back to the MRP windows, and observe that one window is completely unresponsive, and the other window can't be moved/resized/maximized/closed.

### Minimal reproduction project

[mouse_capture_bug.zip](https://github.com/godotengine/godot/files/10609122/mouse_capture_bug.zip)

}
			if (bHandled) {
				CloseTouchInputHandle((HTOUCHINPUT)lParam);
				return 0;
			}
		} break;
		case WM_DEVICECHANGE: {
			joypad->probe_joypads();
		} break;
		case WM_DESTROY: {
			Input::get_singleton()->flush_buffered_events();
		} break;
		case WM_SETCURSOR: {
			if (LOWORD(lParam) == HTCLIENT) {
				if (windows[window_id].window_has_focus && (mouse_mode == MOUSE_MODE_HIDDEN || mouse_mode == MOUSE_MODE_CAPTURED || mouse_mode == MOUSE_MODE_CONFINED_HIDDEN)) {
					
					if (hCursor == nullptr) {
						hCursor = SetCursor(nullptr);
					} else {
						SetCursor(nullptr);
					}
				} else {
					if (hCursor != nullptr) {
						CursorShape c = cursor_shape;
						cursor_shape = CURSOR_MAX;
						cursor_set_shape(c);
						hCursor = nullptr;
					}
				}