### 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.
WINDOW_INITIAL_POSITION_ABSOLUTE,
		WINDOW_INITIAL_POSITION_CENTER_PRIMARY_SCREEN,
		WINDOW_INITIAL_POSITION_CENTER_MAIN_WINDOW_SCREEN,
		WINDOW_INITIAL_POSITION_CENTER_OTHER_SCREEN,
		WINDOW_INITIAL_POSITION_CENTER_SCREEN_WITH_MOUSE_FOCUS,
		WINDOW_INITIAL_POSITION_CENTER_SCREEN_WITH_KEYBOARD_FOCUS,
	};
private:
	DisplayServer::WindowID window_id = DisplayServer::INVALID_WINDOW_ID;
	bool initialized = false;
	String title;
	mutable int current_screen = 0;
	mutable Vector2i position;
	mutable Size2i size = Size2i(DEFAULT_WINDOW_SIZE, DEFAULT_WINDOW_SIZE);
	mutable Size2i min_size;
	mutable Size2i max_size;
	mutable Vector<Vector2> mpath;
	mutable Mode mode = MODE_WINDOWED;
	mutable bool flags[FLAG_MAX] = {};
	bool visible = true;
	bool focused = false;
	WindowInitialPosition initial_position = WINDOW_INITIAL_POSITION_ABSOLUTE;
	bool use_font_oversampling = false;
	bool transient = false;
	bool exclusive = false;
	bool wrap_controls = false;
	bool updating_child_controls = false;