### 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)

button_event->set_pressed(st->is_pressed());
				button_event->set_canceled(st->is_canceled());
				button_event->set_button_index(MouseButton::LEFT);
				button_event->set_double_click(st->is_double_tap());
				BitField<MouseButtonMask> ev_bm = mouse_button_mask;
				if (st->is_pressed()) {
					ev_bm.set_flag(MouseButtonMask::LEFT);
				} else {
					ev_bm.clear_flag(MouseButtonMask::LEFT);
				}
				button_event->set_button_mask(ev_bm);
				_parse_input_event_impl(button_event, true);
			}
		}
	}
	Ref<InputEventScreenDrag> sd = p_event;
	if (sd.is_valid()) {
		VelocityTrack &track = touch_velocity_track[sd->get_index()];
		track.update(sd->get_relative());
		sd->set_velocity(track.velocity);
		if (emulate_mouse_from_touch && sd->get_index() == mouse_from_touch_index) {
			Ref<InputEventMouseMotion> motion_event;
			motion_event.instantiate();
			motion_event->set_device(InputEvent::DEVICE_ID_EMULATION);
			motion_event->set_tilt(sd->get_tilt());
			motion_event->set_pen_inverted(sd->get_pen_inverted());
			motion_event->set_pressure(sd->get_pressure());
			motion_event->set_position(sd->get_position());
			motion_event->set_global_position(sd->get_position());
			motion_event->set_relative(sd->get_relative());