### Godot version

4.0.stable

### System information

Windows 10

### Issue description

In my project, we are rendering a GUI to a QuadMesh as an in-game interactive display. We push mouse click events when the player clicks the display. This worked fine during 4.0 beta, but after moving to the stable release the buttons on TreeItems stopped working. I put together a MRP and went back through the versions and it seems the issue started in RC1.

### Steps to reproduce

When running the MRP, it has a standard GUI on the left hand side of the screen and a QuadMesh rendered GUI on the right hand side. If you click the + button on an item, it will add another item to the list. On the QuadMesh you will see that you can highlight and collapse items in the list, but the + button does not function. If you run the MRP on 4.0.beta17 everything will function as expected.

### Minimal reproduction project

[TreeUI_through_SubViewport.zip](https://github.com/godotengine/godot/files/10959159/TreeUI_through_SubViewport.zip)

void set_positional_shadow_atlas_size(int p_size);
	int get_positional_shadow_atlas_size() const;
	void set_positional_shadow_atlas_16_bits(bool p_16_bits);
	bool get_positional_shadow_atlas_16_bits() const;
	void set_positional_shadow_atlas_quadrant_subdiv(int p_quadrant, PositionalShadowAtlasQuadrantSubdiv p_subdiv);
	PositionalShadowAtlasQuadrantSubdiv get_positional_shadow_atlas_quadrant_subdiv(int p_quadrant) const;
	void set_msaa_2d(MSAA p_msaa);
	MSAA get_msaa_2d() const;
	void set_msaa_3d(MSAA p_msaa);
	MSAA get_msaa_3d() const;
	void set_screen_space_aa(ScreenSpaceAA p_screen_space_aa);
	ScreenSpaceAA get_screen_space_aa() const;
	void set_use_taa(bool p_use_taa);
	bool is_using_taa() const;
	void set_scaling_3d_mode(Scaling3DMode p_scaling_3d_mode);
	Scaling3DMode get_scaling_3d_mode() const;
	void set_scaling_3d_scale(float p_scaling_3d_scale);
	float get_scaling_3d_scale() const;
	void set_fsr_sharpness(float p_fsr_sharpness);
	float get_fsr_sharpness() const;
	void set_texture_mipmap_bias(float p_texture_mipmap_bias);
	float get_texture_mipmap_bias() const;
	void set_use_debanding(bool p_use_debanding);
	bool is_using_debanding() const;
	void set_mesh_lod_threshold(float p_pixels);
	float get_mesh_lod_threshold() const;
	void set_use_occlusion_culling(bool p_us_occlusion_culling);
	bool is_using_occlusion_culling() const;
	Vector2 get_camera_coords(const Vector2 &p_viewport_coords) const;
	Vector2 get_camera_rect_size() const;