### 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.
bool run_tests = true;
	
	List<String> args;
	for (int i = 0; i < argc; i++) {
		args.push_back(String::utf8(argv[i]));
	}
	OS::get_singleton()->set_cmdline("", args, List<String>());
	DisplayServerMock::register_mock_driver();
	WorkerThreadPool::get_singleton()->init();
	
	if (test_commands) {
		for (const KeyValue<String, TestFunc> &E : (*test_commands)) {
			if (args.find(E.key)) {
				const TestFunc &test_func = E.value;
				test_func();
				run_tests = false;
				break;
			}
		}
		if (!run_tests) {
			delete test_commands;
			return 0;
		}
	}
	
	doctest::Context test_context;