### 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)

if (gui.subwindow_drag != SUB_WINDOW_DRAG_DISABLED) {
		ERR_FAIL_COND_V(gui.currently_dragged_subwindow == nullptr, false);
		Ref<InputEventMouseButton> mb = p_event;
		if (mb.is_valid() && !mb->is_pressed() && mb->get_button_index() == MouseButton::LEFT) {
			if (gui.subwindow_drag == SUB_WINDOW_DRAG_CLOSE) {
				if (gui.subwindow_drag_close_rect.has_point(mb->get_position())) {
					
					gui.currently_dragged_subwindow->_event_callback(DisplayServer::WINDOW_EVENT_CLOSE_REQUEST);
				}
			}
			gui.subwindow_drag = SUB_WINDOW_DRAG_DISABLED;
			if (gui.currently_dragged_subwindow != nullptr) { 
				_sub_window_update(gui.currently_dragged_subwindow);
				gui.currently_dragged_subwindow = nullptr;
			}
		}
		Ref<InputEventMouseMotion> mm = p_event;