### 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)

// SubViewports, that are used as Textures are not considered to be directly attached to screen.
	return Object::cast_to<SubViewportContainer>(get_parent()) && get_parent()->get_viewport() && get_parent()->get_viewport()->is_directly_attached_to_screen();
}
void SubViewport::_notification(int p_what) {
	ERR_MAIN_THREAD_GUARD;
	switch (p_what) {
		case NOTIFICATION_ENTER_TREE: {
			RS::get_singleton()->viewport_set_active(get_viewport_rid(), true);
			SubViewportContainer *parent_svc = Object::cast_to<SubViewportContainer>(get_parent());
			if (parent_svc) {
				parent_svc->recalc_force_viewport_sizes();
			}
		} break;
		case NOTIFICATION_EXIT_TREE: {
			RS::get_singleton()->viewport_set_active(get_viewport_rid(), false);
		} break;
	}
}
void SubViewport::_bind_methods() {