### 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)

ERR_MAIN_THREAD_GUARD;
	if (camera_3d_override) {
		camera_3d_override.transform = p_transform;
		RenderingServer::get_singleton()->camera_set_transform(camera_3d_override.rid, p_transform);
	}
}
Transform3D Viewport::get_camera_3d_override_transform() const {
	ERR_READ_THREAD_GUARD_V(Transform3D());
	if (camera_3d_override) {
		return camera_3d_override.transform;
	}
	return Transform3D();
}
Ref<World3D> Viewport::get_world_3d() const {
	ERR_READ_THREAD_GUARD_V(Ref<World3D>());
	return world_3d;
}
Ref<World3D> Viewport::find_world_3d() const {
	ERR_READ_THREAD_GUARD_V(Ref<World3D>());
	if (own_world_3d.is_valid()) {
		return own_world_3d;
	} else if (world_3d.is_valid()) {
		return world_3d;
	} else if (parent) {
		return parent->find_world_3d();
	} else {
		return Ref<World3D>();
	}
}
void Viewport::set_world_3d(const Ref<World3D> &p_world_3d) {