### 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)

BIND_ENUM_CONSTANT(SDF_OVERSIZE_MAX);
	BIND_ENUM_CONSTANT(SDF_SCALE_100_PERCENT);
	BIND_ENUM_CONSTANT(SDF_SCALE_50_PERCENT);
	BIND_ENUM_CONSTANT(SDF_SCALE_25_PERCENT);
	BIND_ENUM_CONSTANT(SDF_SCALE_MAX);
	BIND_ENUM_CONSTANT(VRS_DISABLED);
	BIND_ENUM_CONSTANT(VRS_TEXTURE);
	BIND_ENUM_CONSTANT(VRS_XR);
	BIND_ENUM_CONSTANT(VRS_MAX);
}
void Viewport::_validate_property(PropertyInfo &p_property) const {
	if (vrs_mode != VRS_TEXTURE && (p_property.name == "vrs_texture")) {
		p_property.usage = PROPERTY_USAGE_NO_EDITOR;
	}
}
Viewport::Viewport() {
	world_2d = Ref<World2D>(memnew(World2D));
	world_2d->register_viewport(this);
	viewport = RenderingServer::get_singleton()->viewport_create();
	texture_rid = RenderingServer::get_singleton()->viewport_get_texture(viewport);
	default_texture.instantiate();
	default_texture->vp = const_cast<Viewport *>(this);
	viewport_textures.insert(default_texture.ptr());
	default_texture->proxy = RS::get_singleton()->texture_proxy_create(texture_rid);
	canvas_layers.insert(nullptr); // This eases picking code (interpreted as the canvas of the Viewport).
	set_positional_shadow_atlas_size(positional_shadow_atlas_size);
	for (int i = 0; i < 4; i++) {
		positional_shadow_atlas_quadrant_subdiv[i] = SHADOW_ATLAS_QUADRANT_SUBDIV_MAX;
	}
	set_positional_shadow_atlas_quadrant_subdiv(0, SHADOW_ATLAS_QUADRANT_SUBDIV_4);