Quick answer: Before assigning, scan the InputMap for the captured event on other actions and either reject the bind or unbind the old action so each key maps to one action.
If remapping a control leaves an old action firing on the same key, you skipped a conflict check. Scanning for duplicates before binding fixes it. Here is how.
How to fix it
1. Scan for the key on other actions
Before binding, loop InputMap.get_actions() and check each with the captured event; if another action already uses it, you have a conflict to resolve.
2. Unbind or reject
Either remove the event from the conflicting action with InputMap.action_erase_event (swap-style rebind) or refuse the new bind and prompt the player, depending on your design.
3. Erase the old binding first
When changing an action's key, call InputMap.action_erase_event for its previous event before adding the new one so the action does not accumulate stale bindings.
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.
Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.