### 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.
} else {
		vr = window->get_usable_parent_rect();
	}
	if (r.size.x + r.position.x > vr.size.x + vr.position.x) {
		
		r.position.x = gui.tooltip_pos.x - r.size.x - tooltip_offset.x;
		if (r.position.x < vr.position.x) {
			r.position.x = vr.position.x + vr.size.x - r.size.x;
		}
	} else if (r.position.x < vr.position.x) {
		r.position.x = vr.position.x;
	}
	if (r.size.y + r.position.y > vr.size.y + vr.position.y) {
		
		r.position.y = gui.tooltip_pos.y - r.size.y - tooltip_offset.y;
		if (r.position.y < vr.position.y) {
			r.position.y = vr.position.y + vr.size.y - r.size.y;
		}
	} else if (r.position.y < vr.position.y) {
		r.position.y = vr.position.y;
	}
	gui.tooltip_popup->set_position(r.position);
	gui.tooltip_popup->set_size(r.size);
	DisplayServer::WindowID active_popup = DisplayServer::get_singleton()->window_get_active_popup();
	if (active_popup == DisplayServer::INVALID_WINDOW_ID || active_popup == window->get_window_id()) {
		gui.tooltip_popup->show();
	}
	gui.tooltip_popup->child_controls_changed();
}
bool Viewport::_gui_call_input(Control *p_control, const Ref<InputEvent> &p_input) {