### 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;
	
	
	
	scaling_3d_scale = CLAMP(p_scaling_3d_scale, 0.1, 2.0);
	RS::get_singleton()->viewport_set_scaling_3d_scale(viewport, scaling_3d_scale);
}
float Viewport::get_scaling_3d_scale() const {
	ERR_READ_THREAD_GUARD_V(0);
	return scaling_3d_scale;
}
void Viewport::set_fsr_sharpness(float p_fsr_sharpness) {
	ERR_MAIN_THREAD_GUARD;
	if (fsr_sharpness == p_fsr_sharpness) {
		return;
	}
	if (p_fsr_sharpness < 0.0f) {
		p_fsr_sharpness = 0.0f;
	}
	fsr_sharpness = p_fsr_sharpness;
	RS::get_singleton()->viewport_set_fsr_sharpness(viewport, p_fsr_sharpness);
}
float Viewport::get_fsr_sharpness() const {
	ERR_READ_THREAD_GUARD_V(0);
	return fsr_sharpness;
}
void Viewport::set_texture_mipmap_bias(float p_texture_mipmap_bias) {