### 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)

ERR_READ_THREAD_GUARD_V(nullptr);
	return camera_3d;
}
void Viewport::_camera_3d_transform_changed_notify() {
}
void Viewport::_camera_3d_set(Camera3D *p_camera) {
	if (camera_3d == p_camera) {
		return;
	}
	if (camera_3d) {
		camera_3d->notification(Camera3D::NOTIFICATION_LOST_CURRENT);
	}
	camera_3d = p_camera;
	if (!camera_3d_override) {
		if (camera_3d) {
			RenderingServer::get_singleton()->viewport_attach_camera(viewport, camera_3d->get_camera());
		} else {
			RenderingServer::get_singleton()->viewport_attach_camera(viewport, RID());
		}
	}
	if (camera_3d) {
		camera_3d->notification(Camera3D::NOTIFICATION_BECAME_CURRENT);
	}
	_update_audio_listener_3d();
	_camera_3d_transform_changed_notify();
}
bool Viewport::_camera_3d_add(Camera3D *p_camera) {