### 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)

audio_listener_3d_set.erase(p_listener);
	if (audio_listener_3d == p_listener) {
		audio_listener_3d = nullptr;
	}
}
void Viewport::_audio_listener_3d_make_next_current(AudioListener3D *p_exclude) {
	if (audio_listener_3d_set.size() > 0) {
		for (AudioListener3D *E : audio_listener_3d_set) {
			if (p_exclude == E) {
				continue;
			}
			if (!E->is_inside_tree()) {
				continue;
			}
			if (audio_listener_3d != nullptr) {
				return;
			}
			E->make_current();
		}
	} else {
		
		if (camera_3d != nullptr) {
			_update_audio_listener_3d();
			_camera_3d_transform_changed_notify();
		}
	}
}
void Viewport::_collision_object_3d_input_event(CollisionObject3D *p_object, Camera3D *p_camera, const Ref<InputEvent> &p_input_event, const Vector3 &p_pos, const Vector3 &p_normal, int p_shape) {