### Godot version

v4.1.1.stable.official [bd6af8e0e]

### System information

Godot v4.1.1.stable - Debian GNU/Linux trixie/sid trixie - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (nvidia) - Intel(R) Core(TM) i5-8400 CPU @ 2.80GHz (6 Threads)

### Issue description

`Area2D`s which extend beyond the bounds of the root viewport, eg. when using a `canvas_items` stretch mode, receive mouse input events even in the black bands letterboxing the game:

https://github.com/godotengine/godot/assets/441188/3beb962f-c1fa-4098-a375-f3d862013577


### Steps to reproduce

1. Set project stretch mode to either `canvas_items` or `viewport`
2. Have an `Area2D` whose `CollisionShape` extends beyond the bounds of the rendered region
3. Connect the `Area2D`'s `mouse_[entered|exited]` signal to something
4. Wave the mouse around in the black areas outside the rendered game

### Minimal reproduction project

Project used for video demo above:

[area2d-oob.zip](https://github.com/godotengine/godot/files/12207031/area2d-oob.zip)

This only demos `mouse_[entered|exited]`, but I first encountered this with the `Area2D.input_event` signal, where it received mouse clicks as well.
#ifndef DISABLE_DEPRECATED
	void push_unhandled_input(const Ref<InputEvent> &p_event, bool p_local_coords = false);
#endif 
	void set_disable_input(bool p_disable);
	bool is_input_disabled() const;
	Vector2 get_mouse_position() const;
	void warp_mouse(const Vector2 &p_position);
	virtual void update_mouse_cursor_state();
	void set_physics_object_picking(bool p_enable);
	bool get_physics_object_picking();
	void set_physics_object_picking_sort(bool p_enable);
	bool get_physics_object_picking_sort();
	Variant gui_get_drag_data() const;
	void gui_reset_canvas_sort_index();
	int gui_get_canvas_sort_index();
	void gui_release_focus();
	Control *gui_get_focus_owner() const;
	PackedStringArray get_configuration_warnings() const override;
	void set_debug_draw(DebugDraw p_debug_draw);
	DebugDraw get_debug_draw() const;
	int get_render_info(RenderInfoType p_type, RenderInfo p_info);
	void set_snap_controls_to_pixels(bool p_enable);
	bool is_snap_controls_to_pixels_enabled() const;
	void set_snap_2d_transforms_to_pixel(bool p_enable);
	bool is_snap_2d_transforms_to_pixel_enabled() const;
	void set_snap_2d_vertices_to_pixel(bool p_enable);
	bool is_snap_2d_vertices_to_pixel_enabled() const;
	void set_input_as_handled();
	bool is_input_handled() const;
	void set_handle_input_locally(bool p_enable);