### 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)

#include "display_server_windows.h"
#include "os_windows.h"
#include "core/io/marshalls.h"
#include "main/main.h"
#include "scene/resources/texture.h"
#if defined(GLES3_ENABLED)
#include "drivers/gles3/rasterizer_gles3.h"
#endif
#include <avrt.h>
#include <dwmapi.h>
#ifndef DWMWA_USE_IMMERSIVE_DARK_MODE
#define DWMWA_USE_IMMERSIVE_DARK_MODE 20
#endif
#if defined(__GNUC__)
#define GetProcAddress (void *)GetProcAddress
#endif
static String format_error_message(DWORD id) {