### 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)

Rect2 swrect = Rect2i(sw->get_position(), sw->get_size());
					if (!sw->get_flag(Window::FLAG_BORDERLESS)) {
						int title_height = sw->get_theme_constant(SNAME("title_height"));
						swrect.position.y -= title_height;
						swrect.size.y += title_height;
					}
					if (swrect.has_point(viewport_pos)) {
						viewport_under = sw;
						viewport_pos -= sw->get_position();
					}
				}
				if (!viewport_under) {
					
					viewport_under = embedder;
				}
			} else {
				
				Vector2i screen_mouse_pos = DisplayServer::get_singleton()->mouse_get_position();
				DisplayServer::WindowID window_id = DisplayServer::get_singleton()->get_window_at_screen_position(screen_mouse_pos);
				if (window_id != DisplayServer::INVALID_WINDOW_ID) {
					ObjectID object_under = DisplayServer::get_singleton()->window_get_attached_instance_id(window_id);
					if (object_under != ObjectID()) { 
						Window *w = Object::cast_to<Window>(ObjectDB::get_instance(object_under));
						if (w) {
							viewport_under = w;
							viewport_pos = screen_mouse_pos - w->get_position();
						}
					}
				}
			}