Quick answer: Raise the deadzone on the ui navigation actions and gate menu movement with a small repeat cooldown so one push moves the focus exactly one item.
If nudging the stick jumps two rows in a menu, the deadzone is too low and the axis re-triggers across frames. A higher deadzone plus a cooldown fixes it. Here is how.
How to fix it
1. Raise the action deadzone
In Project Settings > Input Map set the deadzone for ui_up and ui_down to around 0.5. Below that, slow stick travel re-crosses the edge and fires multiple events.
2. Add a repeat cooldown
Track the last navigation time and ignore further moves until the stick returns under the deadzone or a short timer elapses. This prevents auto-repeat from a single sustained push.
3. Use is_action_just_pressed for taps
Read Input.is_action_just_pressed("ui_down") instead of is_action_pressed for discrete menu steps so holding does not stream events every frame.
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.
Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.