### 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)

if (gui.sub_windows.size() < 2) {
		return;
	}
	if (!gui.sub_windows[gui.sub_windows.size() - 1].window->get_flag(Window::FLAG_ALWAYS_ON_TOP)) {
		int index = gui.sub_windows.size() - 1;
		while (index > 0 && gui.sub_windows[index - 1].window->get_flag(Window::FLAG_ALWAYS_ON_TOP)) {
			--index;
		}
		if (index != (gui.sub_windows.size() - 1)) {
			SubWindow sw = gui.sub_windows[gui.sub_windows.size() - 1];
			gui.sub_windows.remove_at(gui.sub_windows.size() - 1);
			gui.sub_windows.insert(index, sw);
		}
	}
	for (int i = 0; i < gui.sub_windows.size(); i++) {
		RS::get_singleton()->canvas_item_set_draw_index(gui.sub_windows[i].canvas_item, i);
	}
}
void Viewport::_sub_window_register(Window *p_window) {