### Godot version

v4.0.2.stable.official [7a0977ce2]

### System information

Windows 10, Linux

### Issue description

When the `mouse_entered` and `mouse_exited` signals are used with an `Area2D` node, the signals are not emitted if the `Camera2D` moves the viewport such that the mouse enters or leaves the area.

![area](https://user-images.githubusercontent.com/118939014/230185696-4154ce92-b6da-4c28-a5f8-b088900d7ac8.gif)


### Steps to reproduce

Open the attached minimal project...

1) Put the mouse cursor inside the circular area
2) Move the camera with WASD or arrow keys such that the mouse cursor enters and leaves the area (don't move the mouse in this step)
3) Watch as the label doesn't update properly

### Minimal reproduction project

[Area2D bug.zip](https://github.com/godotengine/godot/files/11162322/Area2D.bug.zip)

bool _camera_3d_add(Camera3D *p_camera); 
	void _camera_3d_remove(Camera3D *p_camera);
	void _camera_3d_make_next_current(Camera3D *p_exclude);
	void enable_camera_3d_override(bool p_enable);
	bool is_camera_3d_override_enabled() const;
	void set_camera_3d_override_transform(const Transform3D &p_transform);
	Transform3D get_camera_3d_override_transform() const;
	void set_camera_3d_override_perspective(real_t p_fovy_degrees, real_t p_z_near, real_t p_z_far);
	void set_camera_3d_override_orthogonal(real_t p_size, real_t p_z_near, real_t p_z_far);
	void set_disable_3d(bool p_disable);
	bool is_3d_disabled() const;
	Ref<World3D> world_3d;
	Ref<World3D> own_world_3d;
	void set_world_3d(const Ref<World3D> &p_world_3d);
	Ref<World3D> get_world_3d() const;
	Ref<World3D> find_world_3d() const;
	void _own_world_3d_changed();
	void set_use_own_world_3d(bool p_use_own_world_3d);
	bool is_using_own_world_3d() const;
	void _propagate_enter_world_3d(Node *p_node);
	void _propagate_exit_world_3d(Node *p_node);
	void set_use_xr(bool p_use_xr);
	bool is_using_xr();
#endif 
	void _propagate_world_2d_changed(Node *p_node);
	void _validate_property(PropertyInfo &p_property) const;
	Viewport();
	~Viewport();
};
class SubViewport : public Viewport {