### 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.
mm->set_device(InputEvent::DEVICE_ID_INTERNAL);
		mm->set_position(get_mouse_position());
		mm->set_global_position(mm->get_position());
		mm->set_alt_pressed(Input::get_singleton()->is_key_pressed(Key::ALT));
		mm->set_shift_pressed(Input::get_singleton()->is_key_pressed(Key::SHIFT));
		mm->set_ctrl_pressed(Input::get_singleton()->is_key_pressed(Key::CTRL));
		mm->set_meta_pressed(Input::get_singleton()->is_key_pressed(Key::META));
		mm->set_button_mask(Input::get_singleton()->get_mouse_button_mask());
		physics_picking_events.push_back(mm);
	}
	while (physics_picking_events.size()) {
		local_input_handled = false;
		Ref<InputEvent> ev = physics_picking_events.front()->get();
		physics_picking_events.pop_front();
		Vector2 pos;
		bool is_mouse = false;
		Ref<InputEventMouseMotion> mm = ev;
		if (mm.is_valid()) {
			pos = mm->get_position();
			is_mouse = true;
		}
		Ref<InputEventMouseButton> mb = ev;
		if (mb.is_valid()) {
			pos = mb->get_position();
			is_mouse = true;
		}
		Ref<InputEventScreenDrag> sd = ev;
		if (sd.is_valid()) {
			pos = sd->get_position();
		}