### 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)

ERR_FAIL_COND(!is_inside_tree());
	for (int i = 0; i < gui.sub_windows.size(); i++) {
		ERR_FAIL_COND(gui.sub_windows[i].window == p_window);
	}
	if (gui.sub_windows.size() == 0) {
		subwindow_canvas = RS::get_singleton()->canvas_create();
		RS::get_singleton()->viewport_attach_canvas(viewport, subwindow_canvas);
		RS::get_singleton()->viewport_set_canvas_stacking(viewport, subwindow_canvas, SUBWINDOW_CANVAS_LAYER, 0);
	}
	SubWindow sw;
	sw.canvas_item = RS::get_singleton()->canvas_item_create();
	RS::get_singleton()->canvas_item_set_parent(sw.canvas_item, subwindow_canvas);
	sw.window = p_window;
	gui.sub_windows.push_back(sw);
	if (gui.subwindow_drag == SUB_WINDOW_DRAG_DISABLED) {
		if (p_window->get_flag(Window::FLAG_NO_FOCUS)) {
			_sub_window_update_order();
		} else {
			_sub_window_grab_focus(p_window);
		}
	} else {
		int index = _sub_window_find(gui.currently_dragged_subwindow);
		sw = gui.sub_windows[index];
		gui.sub_windows.remove_at(index);
		gui.sub_windows.push_back(sw);
		_sub_window_update_order();
	}
	RenderingServer::get_singleton()->viewport_set_parent_viewport(p_window->viewport, viewport);
}
void Viewport::_sub_window_update(Window *p_window) {