### 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_READ_THREAD_GUARD_V(false);
	return own_world_3d.is_valid();
}
void Viewport::_propagate_enter_world_3d(Node *p_node) {
	if (p_node != this) {
		if (!p_node->is_inside_tree()) { 
			return;
		}
		if (Object::cast_to<Node3D>(p_node) || Object::cast_to<WorldEnvironment>(p_node)) {
			p_node->notification(Node3D::NOTIFICATION_ENTER_WORLD);
		} else {
			Viewport *v = Object::cast_to<Viewport>(p_node);
			if (v) {
				if (v->world_3d.is_valid() || v->own_world_3d.is_valid()) {
					return;
				}
			}
		}
	}
	for (int i = 0; i < p_node->get_child_count(); i++) {
		_propagate_enter_world_3d(p_node->get_child(i));
	}
}
void Viewport::_propagate_exit_world_3d(Node *p_node) {