### 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.
BIND_ENUM_CONSTANT(SDF_OVERSIZE_MAX);
	BIND_ENUM_CONSTANT(SDF_SCALE_100_PERCENT);
	BIND_ENUM_CONSTANT(SDF_SCALE_50_PERCENT);
	BIND_ENUM_CONSTANT(SDF_SCALE_25_PERCENT);
	BIND_ENUM_CONSTANT(SDF_SCALE_MAX);
	BIND_ENUM_CONSTANT(VRS_DISABLED);
	BIND_ENUM_CONSTANT(VRS_TEXTURE);
	BIND_ENUM_CONSTANT(VRS_XR);
	BIND_ENUM_CONSTANT(VRS_MAX);
}
void Viewport::_validate_property(PropertyInfo &p_property) const {
	if (vrs_mode != VRS_TEXTURE && (p_property.name == "vrs_texture")) {
		p_property.usage = PROPERTY_USAGE_NO_EDITOR;
	}
}
Viewport::Viewport() {
	world_2d = Ref<World2D>(memnew(World2D));
	world_2d->register_viewport(this);
	viewport = RenderingServer::get_singleton()->viewport_create();
	texture_rid = RenderingServer::get_singleton()->viewport_get_texture(viewport);
	default_texture.instantiate();
	default_texture->vp = const_cast<Viewport *>(this);
	viewport_textures.insert(default_texture.ptr());
	default_texture->proxy = RS::get_singleton()->texture_proxy_create(texture_rid);
	canvas_layers.insert(nullptr); // This eases picking code (interpreted as the canvas of the Viewport).
	set_positional_shadow_atlas_size(positional_shadow_atlas_size);
	for (int i = 0; i < 4; i++) {
		positional_shadow_atlas_quadrant_subdiv[i] = SHADOW_ATLAS_QUADRANT_SUBDIV_MAX;
	}
	set_positional_shadow_atlas_quadrant_subdiv(0, SHADOW_ATLAS_QUADRANT_SUBDIV_4);