### 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.
ERR_MAIN_THREAD_GUARD;
	if (texture_mipmap_bias == p_texture_mipmap_bias) {
		return;
	}
	texture_mipmap_bias = p_texture_mipmap_bias;
	RS::get_singleton()->viewport_set_texture_mipmap_bias(viewport, p_texture_mipmap_bias);
}
float Viewport::get_texture_mipmap_bias() const {
	ERR_READ_THREAD_GUARD_V(0);
	return texture_mipmap_bias;
}
#endif 
void Viewport::_propagate_world_2d_changed(Node *p_node) {
	if (p_node != this) {
		if (Object::cast_to<CanvasItem>(p_node)) {
			p_node->notification(CanvasItem::NOTIFICATION_WORLD_2D_CHANGED);
		} else {
			Viewport *v = Object::cast_to<Viewport>(p_node);
			if (v) {
				if (v->world_2d.is_valid()) {
					return;
				}
			}
		}
	}
	for (int i = 0; i < p_node->get_child_count(); ++i) {
		_propagate_world_2d_changed(p_node->get_child(i));
	}
}
void Viewport::_bind_methods() {