### 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)

} break;
		case WM_IME_NOTIFY: {
			return 0;
		} break;
		case WM_TOUCH: {
			BOOL bHandled = FALSE;
			UINT cInputs = LOWORD(wParam);
			PTOUCHINPUT pInputs = memnew_arr(TOUCHINPUT, cInputs);
			if (pInputs) {
				if (GetTouchInputInfo((HTOUCHINPUT)lParam, cInputs, pInputs, sizeof(TOUCHINPUT))) {
					for (UINT i = 0; i < cInputs; i++) {
						TOUCHINPUT ti = pInputs[i];
						POINT touch_pos = {
							TOUCH_COORD_TO_PIXEL(ti.x),
							TOUCH_COORD_TO_PIXEL(ti.y),
						};
						ScreenToClient(hWnd, &touch_pos);
						
						if (ti.dwFlags & TOUCHEVENTF_MOVE) {
							_drag_event(window_id, touch_pos.x, touch_pos.y, ti.dwID);
						} else if (ti.dwFlags & (TOUCHEVENTF_UP | TOUCHEVENTF_DOWN)) {
							_touch_event(window_id, ti.dwFlags & TOUCHEVENTF_DOWN, touch_pos.x, touch_pos.y, ti.dwID);
						}
					}
					bHandled = TRUE;
				} else {
					
				}
				memdelete_arr(pInputs);
			} else {