### Godot version

v4.1.stable.official [970459615]

### System information

Godot v4.1.stable - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1660 Ti (NVIDIA; 31.0.15.3598) - AMD Ryzen 7 3700X 8-Core Processor (16 Threads)

### Issue description

is_input_handled() is returning True, even though set_input_as_handled() has not been called.

Example:
`func _input_event(viewport, event, shape_idx):
	print(viewport.is_input_handled())`

Returns 'True', should return 'False'

### Steps to reproduce

1. Create a new project and add a Node2D as the root
2. Add a child Area2D node containing a CollisionShape2D and a Sprite2D
3. Either create the _input_event(viewport, event, shape_idx) or connect _on_input_event(viewport, event, shape_idx)
4. Print viewport.is_input_handled()
5. True is printed.

### Minimal reproduction project

[input_test.zip](https://github.com/godotengine/godot/files/12063748/input_test.zip)

if (mm.is_valid() && mm->get_device() == InputEvent::DEVICE_ID_INTERNAL) {
										send_event = false;
									}
								}
								HashMap<Pair<ObjectID, int>, uint64_t, PairHash<ObjectID, int>>::Iterator SF = physics_2d_shape_mouseover.find(Pair(res[i].collider_id, res[i].shape));
								if (!SF) {
									physics_2d_shape_mouseover.insert(Pair(res[i].collider_id, res[i].shape), frame);
									co->_mouse_shape_enter(res[i].shape);
								} else {
									SF->value = frame;
								}
							}
							if (send_event) {
								co->_input_event_call(this, ev, res[i].shape);
							}
						}
					}
				}
			}
			if (is_mouse) {
				_cleanup_mouseover_colliders(false, false, frame);
			}
		}
#ifndef _3D_DISABLED
		CollisionObject3D *capture_object = nullptr;
		if (physics_object_capture.is_valid()) {
			capture_object = Object::cast_to<CollisionObject3D>(ObjectDB::get_instance(physics_object_capture));
			if (!capture_object || !camera_3d || (mb.is_valid() && mb->get_button_index() == MouseButton::LEFT && !mb->is_pressed())) {
				physics_object_capture = ObjectID();