### 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_READ_THREAD_GUARD_V(nullptr);
	return camera_2d;
}
Transform2D Viewport::get_final_transform() const {
	ERR_READ_THREAD_GUARD_V(Transform2D());
	return stretch_transform * global_canvas_transform;
}
void Viewport::assign_next_enabled_camera_2d(const StringName &p_camera_group) {
	ERR_MAIN_THREAD_GUARD;
	List<Node *> camera_list;
	get_tree()->get_nodes_in_group(p_camera_group, &camera_list);
	Camera2D *new_camera = nullptr;
	for (Node *E : camera_list) {
		Camera2D *cam = Object::cast_to<Camera2D>(E);
		if (!cam) {
			continue; 
		}
		if (cam->is_enabled()) {
			new_camera = cam;
			break;
		}
	}
	_camera_2d_set(new_camera);
	if (!camera_2d) {
		set_canvas_transform(Transform2D());
	}
}
void Viewport::_update_canvas_items(Node *p_node) {