### 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)

} break;
		case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
			if (!get_tree()) {
				return;
			}
			if (get_tree()->is_debugging_collisions_hint() && contact_2d_debug.is_valid()) {
				RenderingServer::get_singleton()->canvas_item_clear(contact_2d_debug);
				RenderingServer::get_singleton()->canvas_item_set_draw_index(contact_2d_debug, 0xFFFFF); 
				Vector<Vector2> points = PhysicsServer2D::get_singleton()->space_get_contacts(find_world_2d()->get_space());
				int point_count = PhysicsServer2D::get_singleton()->space_get_contact_count(find_world_2d()->get_space());
				Color ccol = get_tree()->get_debug_collision_contact_color();
				for (int i = 0; i < point_count; i++) {
					RenderingServer::get_singleton()->canvas_item_add_rect(contact_2d_debug, Rect2(points[i] - Vector2(2, 2), Vector2(5, 5)), ccol);
				}
			}
#ifndef _3D_DISABLED
			if (get_tree()->is_debugging_collisions_hint() && contact_3d_debug_multimesh.is_valid()) {
				Vector<Vector3> points = PhysicsServer3D::get_singleton()->space_get_contacts(find_world_3d()->get_space());
				int point_count = PhysicsServer3D::get_singleton()->space_get_contact_count(find_world_3d()->get_space());
				RS::get_singleton()->multimesh_set_visible_instances(contact_3d_debug_multimesh, point_count);
				for (int i = 0; i < point_count; i++) {
					Transform3D point_transform;
					point_transform.origin = points[i];
					RS::get_singleton()->multimesh_instance_set_transform(contact_3d_debug_multimesh, i, point_transform);
				}
			}
#endif 
		} break;
		case NOTIFICATION_VP_MOUSE_ENTER: {
			gui.mouse_in_viewport = true;