### 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)

if (gui.key_focus->can_process()) {
				gui.key_focus->_call_gui_input(p_event);
			}
			if (gui.key_event_accepted) {
				set_input_as_handled();
				return;
			}
		}
		Control *from = gui.key_focus ? gui.key_focus : nullptr;
		if (from && p_event->is_pressed()) {
			Control *next = nullptr;
			Ref<InputEventJoypadMotion> joypadmotion_event = p_event;
			if (joypadmotion_event.is_valid()) {
				Input *input = Input::get_singleton();
				if (p_event->is_action_pressed("ui_focus_next") && input->is_action_just_pressed("ui_focus_next")) {
					next = from->find_next_valid_focus();
				}
				if (p_event->is_action_pressed("ui_focus_prev") && input->is_action_just_pressed("ui_focus_prev")) {
					next = from->find_prev_valid_focus();
				}
				if (p_event->is_action_pressed("ui_up") && input->is_action_just_pressed("ui_up")) {
					next = from->_get_focus_neighbor(SIDE_TOP);
				}
				if (p_event->is_action_pressed("ui_left") && input->is_action_just_pressed("ui_left")) {
					next = from->_get_focus_neighbor(SIDE_LEFT);
				}
				if (p_event->is_action_pressed("ui_right") && input->is_action_just_pressed("ui_right")) {
					next = from->_get_focus_neighbor(SIDE_RIGHT);
				}
				if (p_event->is_action_pressed("ui_down") && input->is_action_just_pressed("ui_down")) {