### 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)

bool is_tooltip_shown = false;
				if (gui.tooltip_popup) {
					if (gui.tooltip_control) {
						String tooltip = _gui_get_tooltip(over, gui.tooltip_control->get_global_transform().xform_inv(mpos));
						tooltip = tooltip.strip_edges();
						if (tooltip.length() == 0) {
							_gui_cancel_tooltip();
						} else if (gui.tooltip_label) {
							if (tooltip == gui.tooltip_label->get_text()) {
								is_tooltip_shown = true;
							}
						} else {
							is_tooltip_shown = true; 
						}
					} else {
						_gui_cancel_tooltip();
					}
				}
				if (!is_tooltip_shown && over->can_process()) {
					if (gui.tooltip_timer.is_valid()) {
						gui.tooltip_timer->release_connections();
						gui.tooltip_timer = Ref<SceneTreeTimer>();
					}
					gui.tooltip_control = over;
					gui.tooltip_pos = over->get_screen_transform().xform(pos);
					gui.tooltip_timer = get_tree()->create_timer(gui.tooltip_delay);
					gui.tooltip_timer->set_ignore_time_scale(true);
					gui.tooltip_timer->connect("timeout", callable_mp(this, &Viewport::_gui_show_tooltip));
				}
			}