### Godot version

v4.2.dev.custom_build [60f3b7967]

### System information

Debian Linux X11 Xfce

### Issue description

Physics Picking within a `SubViewport` happens with `InputEventMouse` even when mouse events are disabled via `SubViewportContainer.mouse_filter = Control.MOUSE_FILTER_IGNORE`

The problem is that passive hovering still happens in the `SubViewport` with `SubViewportContainer.mouse_filter = Control.MOUSE_FILTER_IGNORE`.

I assume that it is a regression from #78017.

This was initially reported as a side-effect in #79271, which got closed, because the main issue was resolved.



### Steps to reproduce

1. Load and run MRP
2. move mouse over Icon

I would expect, that the `Area2D` receives no `InputEventMouse`, however it gets `_input_event` and also mouse-entered and mouse-exited signals.

### Minimal reproduction project

[IgnorePassiveHover.zip](https://github.com/godotengine/godot/files/12044510/IgnorePassiveHover.zip)

} else {
		vr = window->get_usable_parent_rect();
	}
	if (r.size.x + r.position.x > vr.size.x + vr.position.x) {
		
		r.position.x = gui.tooltip_pos.x - r.size.x - tooltip_offset.x;
		if (r.position.x < vr.position.x) {
			r.position.x = vr.position.x + vr.size.x - r.size.x;
		}
	} else if (r.position.x < vr.position.x) {
		r.position.x = vr.position.x;
	}
	if (r.size.y + r.position.y > vr.size.y + vr.position.y) {
		
		r.position.y = gui.tooltip_pos.y - r.size.y - tooltip_offset.y;
		if (r.position.y < vr.position.y) {
			r.position.y = vr.position.y + vr.size.y - r.size.y;
		}
	} else if (r.position.y < vr.position.y) {
		r.position.y = vr.position.y;
	}
	gui.tooltip_popup->set_position(r.position);
	gui.tooltip_popup->set_size(r.size);
	DisplayServer::WindowID active_popup = DisplayServer::get_singleton()->window_get_active_popup();
	if (active_popup == DisplayServer::INVALID_WINDOW_ID || active_popup == window->get_window_id()) {
		gui.tooltip_popup->show();
	}
	gui.tooltip_popup->child_controls_changed();
}
bool Viewport::_gui_call_input(Control *p_control, const Ref<InputEvent> &p_input) {