### 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("set_viewport_path_in_scene", "path"), &ViewportTexture::set_viewport_path_in_scene);
	ClassDB::bind_method(D_METHOD("get_viewport_path_in_scene"), &ViewportTexture::get_viewport_path_in_scene);
	ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "viewport_path", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Viewport", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_NODE_PATH_FROM_SCENE_ROOT), "set_viewport_path_in_scene", "get_viewport_path_in_scene");
}
ViewportTexture::ViewportTexture() {
	set_local_to_scene(true);
}
ViewportTexture::~ViewportTexture() {
	if (vp) {
		vp->viewport_textures.erase(this);
	}
	ERR_FAIL_NULL(RenderingServer::get_singleton());
	if (proxy_ph.is_valid()) {
		RS::get_singleton()->free(proxy_ph);
	}
	if (proxy.is_valid()) {
		RS::get_singleton()->free(proxy);
	}
}
void Viewport::_process_dirty_canvas_parent_orders() {