Quick answer: Godot 4 is_action_just_released firing while the rebind UI captures input? Rebind consumes the key; the release still propagates - clear input action map during rebind.

Rebind dialog: player presses key; release event still triggers in gameplay.

Clear action during rebind

InputMap.action_erase_events("jump")

Temporarily; restore after rebind. Gameplay action doesn't see input.

Or set gameplay paused

Pause the gameplay tree during rebind. Input still captured by UI; gameplay frozen.

Filter in _input handler

Check rebinding flag; early-return. Less invasive than clearing actions.

“Input flows to multiple consumers. Rebind UI shouldn't share with gameplay.”

Build a 'modal input mode' system. Each modal context filters input deliberately. Gameplay doesn't fight UI.

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