### Godot version

v4.1.stable.official [970459615]

### System information

Godot v4.1.stable - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1660 Ti (NVIDIA; 31.0.15.3598) - AMD Ryzen 7 3700X 8-Core Processor (16 Threads)

### Issue description

is_input_handled() is returning True, even though set_input_as_handled() has not been called.

Example:
`func _input_event(viewport, event, shape_idx):
	print(viewport.is_input_handled())`

Returns 'True', should return 'False'

### Steps to reproduce

1. Create a new project and add a Node2D as the root
2. Add a child Area2D node containing a CollisionShape2D and a Sprite2D
3. Either create the _input_event(viewport, event, shape_idx) or connect _on_input_event(viewport, event, shape_idx)
4. Print viewport.is_input_handled()
5. True is printed.

### Minimal reproduction project

[input_test.zip](https://github.com/godotengine/godot/files/12063748/input_test.zip)

if (!p_node->is_visible()) {
		return nullptr; 
	}
	Transform2D matrix = p_xform * p_node->get_transform();
	
	if (matrix.determinant() == 0.0f) {
		return nullptr;
	}
	Control *c = Object::cast_to<Control>(p_node);
	if (!c || !c->is_clipping_contents() || c->has_point(matrix.affine_inverse().xform(p_global))) {
		for (int i = p_node->get_child_count() - 1; i >= 0; i--) {
			CanvasItem *ci = Object::cast_to<CanvasItem>(p_node->get_child(i));
			if (!ci || ci->is_set_as_top_level()) {
				continue;
			}
			Control *ret = _gui_find_control_at_pos(ci, p_global, matrix);
			if (ret) {
				return ret;
			}
		}
	}
	if (!c || c->data.mouse_filter == Control::MOUSE_FILTER_IGNORE) {
		return nullptr;
	}
	matrix.affine_invert();
	if (!c->has_point(matrix.xform(p_global))) {
		return nullptr;
	}
	Control *drag_preview = _gui_get_drag_preview();