### 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 (!gui.tooltip_control) {
		return;
	}
	
	Control *tooltip_owner = nullptr;
	String tooltip_text = _gui_get_tooltip(
			gui.tooltip_control,
			gui.tooltip_control->get_global_transform().xform_inv(gui.last_mouse_pos),
			&tooltip_owner);
	tooltip_text = tooltip_text.strip_edges();
	if (tooltip_text.is_empty()) {
		return; 
	}
	
	if (gui.tooltip_popup) {
		memdelete(gui.tooltip_popup);
	}
	if (!tooltip_owner) {
		return;
	}
	
	PopupPanel *panel = memnew(PopupPanel);