### Godot version

4.0.stable

### System information

Windows 10

### Issue description

The Area2D and the Area3D do not trigger the signals mouse_entered and mouse_exited if the mouse is dragging from inside a Control. But, a Control triggers the signals mouse_entered and mouse_exited when dragging from another Control.
I don't know if this is intended, or it is a bug, but I think that the two nodes should behave the same.


https://user-images.githubusercontent.com/54667250/226214034-cd57654b-3bcf-4700-8cc3-e6ce256b03df.mp4


### Steps to reproduce

Execute the project below. When hovering the "Area" and the "Control", the color_rect turns red. But if dragging from the "Drag", only the "Control" turns red.

### Minimal reproduction project

[MouseInputTest.zip](https://github.com/godotengine/godot/files/11012484/MouseInputTest.zip)

ERR_READ_THREAD_GUARD_V(nullptr);
	return camera_2d;
}
Transform2D Viewport::get_final_transform() const {
	ERR_READ_THREAD_GUARD_V(Transform2D());
	return stretch_transform * global_canvas_transform;
}
void Viewport::assign_next_enabled_camera_2d(const StringName &p_camera_group) {
	ERR_MAIN_THREAD_GUARD;
	List<Node *> camera_list;
	get_tree()->get_nodes_in_group(p_camera_group, &camera_list);
	Camera2D *new_camera = nullptr;
	for (Node *E : camera_list) {
		Camera2D *cam = Object::cast_to<Camera2D>(E);
		if (!cam) {
			continue; 
		}
		if (cam->is_enabled()) {
			new_camera = cam;
			break;
		}
	}
	_camera_2d_set(new_camera);
	if (!camera_2d) {
		set_canvas_transform(Transform2D());
	}
}
void Viewport::_update_canvas_items(Node *p_node) {