### 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)

_THREAD_SAFE_METHOD_
	return keys_pressed.has(p_keycode);
}
bool Input::is_physical_key_pressed(Key p_keycode) const {
	_THREAD_SAFE_METHOD_
	return physical_keys_pressed.has(p_keycode);
}
bool Input::is_key_label_pressed(Key p_keycode) const {
	_THREAD_SAFE_METHOD_
	return key_label_pressed.has(p_keycode);
}
bool Input::is_mouse_button_pressed(MouseButton p_button) const {
	_THREAD_SAFE_METHOD_
	return mouse_button_mask.has_flag(mouse_button_to_mask(p_button));
}
static JoyAxis _combine_device(JoyAxis p_value, int p_device) {
	return JoyAxis((int)p_value | (p_device << 20));
}
static JoyButton _combine_device(JoyButton p_value, int p_device) {