### Godot version

v4.1.1.stable.official [bd6af8e0e]

### System information

Godot v4.1.1.stable - Debian GNU/Linux trixie/sid trixie - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (nvidia) - Intel(R) Core(TM) i5-8400 CPU @ 2.80GHz (6 Threads)

### Issue description

`Area2D`s which extend beyond the bounds of the root viewport, eg. when using a `canvas_items` stretch mode, receive mouse input events even in the black bands letterboxing the game:

https://github.com/godotengine/godot/assets/441188/3beb962f-c1fa-4098-a375-f3d862013577


### Steps to reproduce

1. Set project stretch mode to either `canvas_items` or `viewport`
2. Have an `Area2D` whose `CollisionShape` extends beyond the bounds of the rendered region
3. Connect the `Area2D`'s `mouse_[entered|exited]` signal to something
4. Wave the mouse around in the black areas outside the rendered game

### Minimal reproduction project

Project used for video demo above:

[area2d-oob.zip](https://github.com/godotengine/godot/files/12207031/area2d-oob.zip)

This only demos `mouse_[entered|exited]`, but I first encountered this with the `Area2D.input_event` signal, where it received mouse clicks as well.
}
	
	_update_viewport_size();
}
void Window::_update_viewport_size() {
	
	Size2i final_size;
	Size2i final_size_override;
	Rect2i attach_to_screen_rect(Point2i(), size);
	float font_oversampling = 1.0;
	window_transform = Transform2D();
	if (content_scale_stretch == Window::CONTENT_SCALE_STRETCH_INTEGER) {
		
		
		content_scale_factor = Math::floor(content_scale_factor);
		
		if (content_scale_factor < 1) {
			content_scale_factor = 1;
		}
	}
	if (content_scale_mode == CONTENT_SCALE_MODE_DISABLED || content_scale_size.x == 0 || content_scale_size.y == 0) {
		font_oversampling = content_scale_factor;
		final_size = size;
		final_size_override = Size2(size) / content_scale_factor;
	} else {
		
		Size2 video_mode = size;
		Size2 desired_res = content_scale_size;
		Size2 viewport_size;
		Size2 screen_size;