### 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.
ClassDB::bind_method(D_METHOD("get_render_info", "type", "info"), &Viewport::get_render_info);
	ClassDB::bind_method(D_METHOD("get_texture"), &Viewport::get_texture);
	ClassDB::bind_method(D_METHOD("set_physics_object_picking", "enable"), &Viewport::set_physics_object_picking);
	ClassDB::bind_method(D_METHOD("get_physics_object_picking"), &Viewport::get_physics_object_picking);
	ClassDB::bind_method(D_METHOD("set_physics_object_picking_sort", "enable"), &Viewport::set_physics_object_picking_sort);
	ClassDB::bind_method(D_METHOD("get_physics_object_picking_sort"), &Viewport::get_physics_object_picking_sort);
	ClassDB::bind_method(D_METHOD("get_viewport_rid"), &Viewport::get_viewport_rid);
	ClassDB::bind_method(D_METHOD("push_text_input", "text"), &Viewport::push_text_input);
	ClassDB::bind_method(D_METHOD("push_input", "event", "in_local_coords"), &Viewport::push_input, DEFVAL(false));
#ifndef DISABLE_DEPRECATED
	ClassDB::bind_method(D_METHOD("push_unhandled_input", "event", "in_local_coords"), &Viewport::push_unhandled_input, DEFVAL(false));
#endif 
	ClassDB::bind_method(D_METHOD("get_camera_2d"), &Viewport::get_camera_2d);
	ClassDB::bind_method(D_METHOD("set_as_audio_listener_2d", "enable"), &Viewport::set_as_audio_listener_2d);
	ClassDB::bind_method(D_METHOD("is_audio_listener_2d"), &Viewport::is_audio_listener_2d);
	ClassDB::bind_method(D_METHOD("get_mouse_position"), &Viewport::get_mouse_position);
	ClassDB::bind_method(D_METHOD("warp_mouse", "position"), &Viewport::warp_mouse);
	ClassDB::bind_method(D_METHOD("update_mouse_cursor_state"), &Viewport::update_mouse_cursor_state);
	ClassDB::bind_method(D_METHOD("gui_get_drag_data"), &Viewport::gui_get_drag_data);
	ClassDB::bind_method(D_METHOD("gui_is_dragging"), &Viewport::gui_is_dragging);
	ClassDB::bind_method(D_METHOD("gui_is_drag_successful"), &Viewport::gui_is_drag_successful);
	ClassDB::bind_method(D_METHOD("gui_release_focus"), &Viewport::gui_release_focus);
	ClassDB::bind_method(D_METHOD("gui_get_focus_owner"), &Viewport::gui_get_focus_owner);
	ClassDB::bind_method(D_METHOD("set_disable_input", "disable"), &Viewport::set_disable_input);
	ClassDB::bind_method(D_METHOD("is_input_disabled"), &Viewport::is_input_disabled);
	ClassDB::bind_method(D_METHOD("_gui_remove_focus_for_window"), &Viewport::_gui_remove_focus_for_window);
	ClassDB::bind_method(D_METHOD("_post_gui_grab_click_focus"), &Viewport::_post_gui_grab_click_focus);
	ClassDB::bind_method(D_METHOD("set_positional_shadow_atlas_size", "size"), &Viewport::set_positional_shadow_atlas_size);
	ClassDB::bind_method(D_METHOD("get_positional_shadow_atlas_size"), &Viewport::get_positional_shadow_atlas_size);
	ClassDB::bind_method(D_METHOD("set_positional_shadow_atlas_16_bits", "enable"), &Viewport::set_positional_shadow_atlas_16_bits);