Quick answer: Capture the just_pressed state in _input or _process where it is reliable, set a buffered flag, and consume that flag in _physics_process.
If fast taps occasionally do nothing in your game, just_pressed is being polled on a tick that missed the press. Capturing it in _input fixes it. Here is how.
How to fix it
1. Read presses in _input
Handle the press in _input(event) with event.is_action_pressed("jump") and set a buffered boolean. _input sees every event regardless of physics rate.
2. Consume the flag in physics
In _physics_process act on the buffered flag and clear it. This bridges the event into deterministic physics without missing taps.
3. Avoid just_pressed in physics when fps is low
Reserve is_action_just_pressed in _physics_process for sustained inputs; for crisp single taps the buffered-event approach is far more reliable.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Godot error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.