### 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_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 {