### Godot version

4.0.stable

### System information

Windows 10

### Issue description

The Area2D and the Area3D do not trigger the signals mouse_entered and mouse_exited if the mouse is dragging from inside a Control. But, a Control triggers the signals mouse_entered and mouse_exited when dragging from another Control.
I don't know if this is intended, or it is a bug, but I think that the two nodes should behave the same.


https://user-images.githubusercontent.com/54667250/226214034-cd57654b-3bcf-4700-8cc3-e6ce256b03df.mp4


### Steps to reproduce

Execute the project below. When hovering the "Area" and the "Control", the color_rect turns red. But if dragging from the "Drag", only the "Control" turns red.

### Minimal reproduction project

[MouseInputTest.zip](https://github.com/godotengine/godot/files/11012484/MouseInputTest.zip)

}
	Ref<InputEventMouse> me = ev;
	if (me.is_valid()) {
		gui.last_mouse_pos = me->get_position();
	}
	if (is_embedding_subwindows() && _sub_windows_forward_input(ev)) {
		set_input_as_handled();
		return;
	}
	if (!_can_consume_input_events()) {
		return;
	}
	if (!is_input_handled()) {
		ERR_FAIL_COND(!is_inside_tree());
		get_tree()->_call_input_pause(input_group, SceneTree::CALL_INPUT_TYPE_INPUT, ev, this); 
	}
	if (!is_input_handled()) {
		ERR_FAIL_COND(!is_inside_tree());
		_gui_input_event(ev);
	} else {
		
		_gui_cleanup_internal_state(ev);
	}
	if (!is_input_handled()) {
		_push_unhandled_input_internal(ev);
	}
	event_count++;
}
#ifndef DISABLE_DEPRECATED
void Viewport::push_unhandled_input(const Ref<InputEvent> &p_event, bool p_local_coords) {