### Godot version

v4.1.stable.official [970459615]

### System information

Godot v4.1.stable - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1660 Ti (NVIDIA; 31.0.15.3598) - AMD Ryzen 7 3700X 8-Core Processor (16 Threads)

### Issue description

is_input_handled() is returning True, even though set_input_as_handled() has not been called.

Example:
`func _input_event(viewport, event, shape_idx):
	print(viewport.is_input_handled())`

Returns 'True', should return 'False'

### Steps to reproduce

1. Create a new project and add a Node2D as the root
2. Add a child Area2D node containing a CollisionShape2D and a Sprite2D
3. Either create the _input_event(viewport, event, shape_idx) or connect _on_input_event(viewport, event, shape_idx)
4. Print viewport.is_input_handled()
5. True is printed.

### Minimal reproduction project

[input_test.zip](https://github.com/godotengine/godot/files/12063748/input_test.zip)

}
	}
	if (gui.subwindow_drag != SUB_WINDOW_DRAG_DISABLED) {
		return true; 
	}
	if (!gui.subwindow_focused) {
		return false;
	}
	Transform2D window_ofs;
	window_ofs.set_origin(-gui.subwindow_focused->get_position());
	Ref<InputEvent> ev = p_event->xformed_by(window_ofs);
	gui.subwindow_focused->_window_input(ev);
	return true;
}
void Viewport::push_input(const Ref<InputEvent> &p_event, bool p_local_coords) {
	ERR_MAIN_THREAD_GUARD;
	ERR_FAIL_COND(!is_inside_tree());
	ERR_FAIL_COND(p_event.is_null());
	if (disable_input) {
		return;
	}
	if (Engine::get_singleton()->is_editor_hint() && get_tree()->get_edited_scene_root() && get_tree()->get_edited_scene_root()->is_ancestor_of(this)) {
		return;
	}
	local_input_handled = false;
	Ref<InputEvent> ev;
	if (!p_local_coords) {
		ev = _make_input_local(p_event);
	} else {
		ev = p_event;