### 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)

Control *over = gui_find_control(pos);
			if (over) {
				gui.touch_focus[touch_index] = over->get_instance_id();
				bool stopped = false;
				if (over->can_process()) {
					touch_event = touch_event->xformed_by(Transform2D()); 
					pos = over->get_global_transform_with_canvas().affine_inverse().xform(pos);
					touch_event->set_position(pos);
					stopped = _gui_call_input(over, touch_event);
				}
				if (stopped) {
					set_input_as_handled();
				}
				return;
			}
		} else {
			bool stopped = false;
			ObjectID control_id = gui.touch_focus[touch_index];
			Control *over = control_id.is_valid() ? Object::cast_to<Control>(ObjectDB::get_instance(control_id)) : nullptr;
			if (over && over->can_process()) {
				touch_event = touch_event->xformed_by(Transform2D()); 
				pos = over->get_global_transform_with_canvas().affine_inverse().xform(pos);
				touch_event->set_position(pos);
				stopped = _gui_call_input(over, touch_event);
			}
			if (stopped) {
				set_input_as_handled();
			}
			gui.touch_focus.erase(touch_index);
			return;