### Godot version

4.0.stable

### System information

Windows 10

### Issue description

The Area2D and the Area3D do not trigger the signals mouse_entered and mouse_exited if the mouse is dragging from inside a Control. But, a Control triggers the signals mouse_entered and mouse_exited when dragging from another Control.
I don't know if this is intended, or it is a bug, but I think that the two nodes should behave the same.


https://user-images.githubusercontent.com/54667250/226214034-cd57654b-3bcf-4700-8cc3-e6ce256b03df.mp4


### Steps to reproduce

Execute the project below. When hovering the "Area" and the "Control", the color_rect turns red. But if dragging from the "Drag", only the "Control" turns red.

### Minimal reproduction project

[MouseInputTest.zip](https://github.com/godotengine/godot/files/11012484/MouseInputTest.zip)

ERR_MAIN_THREAD_GUARD;
	if (p_use_own_world_3d == own_world_3d.is_valid()) {
		return;
	}
	if (is_inside_tree()) {
		_propagate_exit_world_3d(this);
	}
	if (p_use_own_world_3d) {
		if (world_3d.is_valid()) {
			own_world_3d = world_3d->duplicate();
			world_3d->connect_changed(callable_mp(this, &Viewport::_own_world_3d_changed));
		} else {
			own_world_3d = Ref<World3D>(memnew(World3D));
		}
	} else {
		own_world_3d = Ref<World3D>();
		if (world_3d.is_valid()) {
			world_3d->disconnect_changed(callable_mp(this, &Viewport::_own_world_3d_changed));
		}
	}
	if (is_inside_tree()) {
		_propagate_enter_world_3d(this);
	}
	if (is_inside_tree()) {
		RenderingServer::get_singleton()->viewport_set_scenario(viewport, find_world_3d()->get_scenario());
	}
	_update_audio_listener_3d();
}
bool Viewport::is_using_own_world_3d() const {