### 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.
List<String> test_args;
	
	for (int x = 0; x < argc; x++) {
		String arg = String(argv[x]);
		if (arg != "--test") {
			test_args.push_back(arg);
		}
	}
	if (test_args.size() > 0) {
		
		char **doctest_args = new char *[test_args.size()];
		for (int x = 0; x < test_args.size(); x++) {
			
			CharString cs = test_args[x].utf8();
			const char *str = cs.get_data();
			
			doctest_args[x] = new char[strlen(str) + 1];
			
			memcpy(doctest_args[x], str, strlen(str) + 1);
		}
		test_context.applyCommandLine(test_args.size(), doctest_args);
		for (int x = 0; x < test_args.size(); x++) {
			delete[] doctest_args[x];
		}
		delete[] doctest_args;
	}
	return test_context.run();
}
struct GodotTestCaseListener : public doctest::IReporter {
	GodotTestCaseListener(const doctest::ContextOptions &p_in) {}