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.