### 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;
	_internal_set_size(p_size);
}
void SubViewport::set_size_force(const Size2i &p_size) {
	ERR_MAIN_THREAD_GUARD;
	// Use only for setting the size from the parent SubViewportContainer with enabled stretch mode.
	// Don't expose function to scripting.
	_internal_set_size(p_size, true);
}
void SubViewport::_internal_set_size(const Size2i &p_size, bool p_force) {
	SubViewportContainer *c = Object::cast_to<SubViewportContainer>(get_parent());
	if (!p_force && c && c->is_stretch_enabled()) {
#ifdef DEBUG_ENABLED
		WARN_PRINT("Can't change the size of a `SubViewport` with a `SubViewportContainer` parent that has `stretch` enabled. Set `SubViewportContainer.stretch` to `false` to allow changing the size manually.");
#endif // DEBUG_ENABLED
		return;
	}
	_set_size(p_size, _get_size_2d_override(), true);
	if (c) {
		c->update_minimum_size();
	}
}
Size2i SubViewport::get_size() const {