### 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.
_propagate_window_notification(this, NOTIFICATION_WM_WINDOW_FOCUS_IN);
			emit_signal(SNAME("focus_entered"));
		} break;
		case DisplayServer::WINDOW_EVENT_FOCUS_OUT: {
			focused = false;
			_propagate_window_notification(this, NOTIFICATION_WM_WINDOW_FOCUS_OUT);
			emit_signal(SNAME("focus_exited"));
		} break;
		case DisplayServer::WINDOW_EVENT_CLOSE_REQUEST: {
			if (exclusive_child != nullptr) {
				break; 
			}
			_propagate_window_notification(this, NOTIFICATION_WM_CLOSE_REQUEST);
			emit_signal(SNAME("close_requested"));
		} break;
		case DisplayServer::WINDOW_EVENT_GO_BACK_REQUEST: {
			_propagate_window_notification(this, NOTIFICATION_WM_GO_BACK_REQUEST);
			emit_signal(SNAME("go_back_requested"));
		} break;
		case DisplayServer::WINDOW_EVENT_DPI_CHANGE: {
			_update_viewport_size();
			_propagate_window_notification(this, NOTIFICATION_WM_DPI_CHANGE);
			emit_signal(SNAME("dpi_changed"));
		} break;
		case DisplayServer::WINDOW_EVENT_TITLEBAR_CHANGE: {
			emit_signal(SNAME("titlebar_changed"));
		} break;
	}
}
void Window::update_mouse_cursor_state() {