### 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.
case NOTIFICATION_PATH_RENAMED: {
			_update_viewport_path();
		} break;
		case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
			if (!get_tree()) {
				return;
			}
			if (get_tree()->is_debugging_collisions_hint() && contact_2d_debug.is_valid()) {
				RenderingServer::get_singleton()->canvas_item_clear(contact_2d_debug);
				RenderingServer::get_singleton()->canvas_item_set_draw_index(contact_2d_debug, 0xFFFFF); 
				Vector<Vector2> points = PhysicsServer2D::get_singleton()->space_get_contacts(find_world_2d()->get_space());
				int point_count = PhysicsServer2D::get_singleton()->space_get_contact_count(find_world_2d()->get_space());
				Color ccol = get_tree()->get_debug_collision_contact_color();
				for (int i = 0; i < point_count; i++) {
					RenderingServer::get_singleton()->canvas_item_add_rect(contact_2d_debug, Rect2(points[i] - Vector2(2, 2), Vector2(5, 5)), ccol);
				}
			}
#ifndef _3D_DISABLED
			if (get_tree()->is_debugging_collisions_hint() && contact_3d_debug_multimesh.is_valid()) {
				Vector<Vector3> points = PhysicsServer3D::get_singleton()->space_get_contacts(find_world_3d()->get_space());
				int point_count = PhysicsServer3D::get_singleton()->space_get_contact_count(find_world_3d()->get_space());
				RS::get_singleton()->multimesh_set_visible_instances(contact_3d_debug_multimesh, point_count);
				for (int i = 0; i < point_count; i++) {
					Transform3D point_transform;
					point_transform.origin = points[i];
					RS::get_singleton()->multimesh_instance_set_transform(contact_3d_debug_multimesh, i, point_transform);
				}
			}
#endif 
		} break;