### 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(SHADOW_ATLAS_QUADRANT_SUBDIV_DISABLED);
	ERR_FAIL_INDEX_V(p_quadrant, 4, SHADOW_ATLAS_QUADRANT_SUBDIV_DISABLED);
	return positional_shadow_atlas_quadrant_subdiv[p_quadrant];
}
Ref<InputEvent> Viewport::_make_input_local(const Ref<InputEvent> &ev) {
	if (ev.is_null()) {
		return ev; 
	}
	Transform2D ai = get_final_transform().affine_inverse();
	return ev->xformed_by(ai);
}
Vector2 Viewport::get_mouse_position() const {
	ERR_READ_THREAD_GUARD_V(Vector2());
	if (!is_directly_attached_to_screen()) {
		
		
		return gui.last_mouse_pos;
	} else if (DisplayServer::get_singleton()->has_feature(DisplayServer::FEATURE_MOUSE)) {
		return get_screen_transform_internal(true).affine_inverse().xform(DisplayServer::get_singleton()->mouse_get_position());
	} else {
		
		return get_screen_transform_internal().affine_inverse().xform(Input::get_singleton()->get_mouse_position());
	}
}
void Viewport::warp_mouse(const Vector2 &p_position) {