### 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.
if (window_id == DisplayServer::MAIN_WINDOW_ID) {
		
		
		
		tr_title = vformat("%s (DEBUG)", tr_title);
	}
#endif
	DisplayServer::get_singleton()->window_set_title(tr_title, window_id);
	DisplayServer::get_singleton()->window_attach_instance_id(get_instance_id(), window_id);
	if (is_in_edited_scene_root()) {
		DisplayServer::get_singleton()->window_set_exclusive(window_id, false);
	} else {
		DisplayServer::get_singleton()->window_set_exclusive(window_id, exclusive);
	}
	_update_window_size();
	if (transient_parent && transient_parent->window_id != DisplayServer::INVALID_WINDOW_ID) {
		DisplayServer::get_singleton()->window_set_transient(window_id, transient_parent->window_id);
	}
	if (transient_parent) {
		for (const Window *E : transient_children) {
			if (E->window_id != DisplayServer::INVALID_WINDOW_ID) {
				DisplayServer::get_singleton()->window_set_transient(E->window_id, transient_parent->window_id);
			}
		}
	}
	_update_window_callbacks();
	RS::get_singleton()->viewport_set_update_mode(get_viewport_rid(), RS::VIEWPORT_UPDATE_WHEN_VISIBLE);
	DisplayServer::get_singleton()->show_window(window_id);
}
void Window::_update_from_window() {