### 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.
AudioListener2D *get_audio_listener_2d() const;
	Camera2D *get_camera_2d() const;
	void set_as_audio_listener_2d(bool p_enable);
	bool is_audio_listener_2d() const;
	void update_canvas_items();
	Rect2 get_visible_rect() const;
	RID get_viewport_rid() const;
	void set_world_2d(const Ref<World2D> &p_world_2d);
	Ref<World2D> get_world_2d() const;
	Ref<World2D> find_world_2d() const;
	void enable_canvas_transform_override(bool p_enable);
	bool is_canvas_transform_override_enabled() const;
	void set_canvas_transform_override(const Transform2D &p_transform);
	Transform2D get_canvas_transform_override() const;
	void set_canvas_transform(const Transform2D &p_transform);
	Transform2D get_canvas_transform() const;
	void set_global_canvas_transform(const Transform2D &p_transform);
	Transform2D get_global_canvas_transform() const;
	virtual Transform2D get_final_transform() const;
	void assign_next_enabled_camera_2d(const StringName &p_camera_group);
	void gui_set_root_order_dirty();
	void set_transparent_background(bool p_enable);
	bool has_transparent_background() const;
	void set_use_hdr_2d(bool p_enable);
	bool is_using_hdr_2d() const;
	Ref<ViewportTexture> get_texture() const;
	void set_positional_shadow_atlas_size(int p_size);
	int get_positional_shadow_atlas_size() const;