### 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;
	set_visible(false);
}
void Window::set_visible(bool p_visible) {
	ERR_MAIN_THREAD_GUARD;
	if (visible == p_visible) {
		return;
	}
	if (!is_inside_tree()) {
		visible = p_visible;
		return;
	}
	ERR_FAIL_COND_MSG(get_parent() == nullptr, "Can't change visibility of main window.");
	visible = p_visible;
	
	updating_child_controls = false;
	Viewport *embedder_vp = get_embedder();
	if (!embedder_vp) {
		if (!p_visible && window_id != DisplayServer::INVALID_WINDOW_ID) {
			_clear_window();
		}
		if (p_visible && window_id == DisplayServer::INVALID_WINDOW_ID) {
			_make_window();
		}
	} else {
		if (visible) {
			embedder = embedder_vp;
			if (initial_position != WINDOW_INITIAL_POSITION_ABSOLUTE) {
				position = (embedder->get_visible_rect().size - size) / 2;
			}