### Godot version

v4.2.dev.custom_build [60f3b7967]

### System information

Debian Linux X11 Xfce

### Issue description

Physics Picking within a `SubViewport` happens with `InputEventMouse` even when mouse events are disabled via `SubViewportContainer.mouse_filter = Control.MOUSE_FILTER_IGNORE`

The problem is that passive hovering still happens in the `SubViewport` with `SubViewportContainer.mouse_filter = Control.MOUSE_FILTER_IGNORE`.

I assume that it is a regression from #78017.

This was initially reported as a side-effect in #79271, which got closed, because the main issue was resolved.



### Steps to reproduce

1. Load and run MRP
2. move mouse over Icon

I would expect, that the `Area2D` receives no `InputEventMouse`, however it gets `_input_event` and also mouse-entered and mouse-exited signals.

### Minimal reproduction project

[IgnorePassiveHover.zip](https://github.com/godotengine/godot/files/12044510/IgnorePassiveHover.zip)

mm->set_device(InputEvent::DEVICE_ID_INTERNAL);
		mm->set_position(get_mouse_position());
		mm->set_global_position(mm->get_position());
		mm->set_alt_pressed(Input::get_singleton()->is_key_pressed(Key::ALT));
		mm->set_shift_pressed(Input::get_singleton()->is_key_pressed(Key::SHIFT));
		mm->set_ctrl_pressed(Input::get_singleton()->is_key_pressed(Key::CTRL));
		mm->set_meta_pressed(Input::get_singleton()->is_key_pressed(Key::META));
		mm->set_button_mask(Input::get_singleton()->get_mouse_button_mask());
		physics_picking_events.push_back(mm);
	}
	while (physics_picking_events.size()) {
		local_input_handled = false;
		Ref<InputEvent> ev = physics_picking_events.front()->get();
		physics_picking_events.pop_front();
		Vector2 pos;
		bool is_mouse = false;
		Ref<InputEventMouseMotion> mm = ev;
		if (mm.is_valid()) {
			pos = mm->get_position();
			is_mouse = true;
		}
		Ref<InputEventMouseButton> mb = ev;
		if (mb.is_valid()) {
			pos = mb->get_position();
			is_mouse = true;
		}
		Ref<InputEventScreenDrag> sd = ev;
		if (sd.is_valid()) {
			pos = sd->get_position();
		}