### 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)

}
						return event;
					default:
						ERR_PRINT_ONCE("Joypad axis mapping error.");
				}
			}
		}
	}
	return event;
}
void Input::_get_mapped_hat_events(const JoyDeviceMapping &mapping, HatDir p_hat, JoyEvent r_events[(size_t)HatDir::MAX]) {
	for (int i = 0; i < mapping.bindings.size(); i++) {
		const JoyBinding binding = mapping.bindings[i];
		if (binding.inputType == TYPE_HAT && binding.input.hat.hat == p_hat) {
			HatDir hat_direction;
			switch (binding.input.hat.hat_mask) {
				case HatMask::UP:
					hat_direction = HatDir::UP;
					break;
				case HatMask::RIGHT:
					hat_direction = HatDir::RIGHT;
					break;
				case HatMask::DOWN:
					hat_direction = HatDir::DOWN;
					break;
				case HatMask::LEFT:
					hat_direction = HatDir::LEFT;
					break;
				default:
					ERR_PRINT_ONCE("Joypad button mapping error.");