### Godot version

4.0.stable

### System information

Windows 10

### Issue description

The Area2D and the Area3D do not trigger the signals mouse_entered and mouse_exited if the mouse is dragging from inside a Control. But, a Control triggers the signals mouse_entered and mouse_exited when dragging from another Control.
I don't know if this is intended, or it is a bug, but I think that the two nodes should behave the same.


https://user-images.githubusercontent.com/54667250/226214034-cd57654b-3bcf-4700-8cc3-e6ce256b03df.mp4


### Steps to reproduce

Execute the project below. When hovering the "Area" and the "Control", the color_rect turns red. But if dragging from the "Drag", only the "Control" turns red.

### Minimal reproduction project

[MouseInputTest.zip](https://github.com/godotengine/godot/files/11012484/MouseInputTest.zip)

ERR_READ_THREAD_GUARD_V(0);
	return mesh_lod_threshold;
}
void Viewport::set_use_occlusion_culling(bool p_use_occlusion_culling) {
	ERR_MAIN_THREAD_GUARD;
	if (use_occlusion_culling == p_use_occlusion_culling) {
		return;
	}
	use_occlusion_culling = p_use_occlusion_culling;
	RS::get_singleton()->viewport_set_use_occlusion_culling(viewport, p_use_occlusion_culling);
	notify_property_list_changed();
}
bool Viewport::is_using_occlusion_culling() const {
	ERR_READ_THREAD_GUARD_V(false);
	return use_occlusion_culling;
}
void Viewport::set_debug_draw(DebugDraw p_debug_draw) {
	ERR_MAIN_THREAD_GUARD;
	debug_draw = p_debug_draw;
	RS::get_singleton()->viewport_set_debug_draw(viewport, RS::ViewportDebugDraw(p_debug_draw));
}
Viewport::DebugDraw Viewport::get_debug_draw() const {
	ERR_READ_THREAD_GUARD_V(DEBUG_DRAW_DISABLED);
	return debug_draw;
}
int Viewport::get_render_info(RenderInfoType p_type, RenderInfo p_info) {