### 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.
if (size == p_callback.size && position == p_callback.position) {
		return;
	}
	position = p_callback.position;
	if (size != p_callback.size) {
		size = p_callback.size;
		_update_viewport_size();
	}
}
void Window::_propagate_window_notification(Node *p_node, int p_notification) {
	p_node->notification(p_notification);
	for (int i = 0; i < p_node->get_child_count(); i++) {
		Node *child = p_node->get_child(i);
		Window *window = Object::cast_to<Window>(child);
		if (window) {
			continue;
		}
		_propagate_window_notification(child, p_notification);
	}
}
void Window::_event_callback(DisplayServer::WindowEvent p_event) {