### 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)

if (gui.mouse_over) {
		_gui_call_notification(gui.mouse_over, Control::NOTIFICATION_MOUSE_EXIT);
		gui.mouse_over = nullptr;
	}
}
void Viewport::_drop_mouse_focus() {
	Control *c = gui.mouse_focus;
	BitField<MouseButtonMask> mask = gui.mouse_focus_mask;
	gui.mouse_focus = nullptr;
	gui.forced_mouse_focus = false;
	gui.mouse_focus_mask.clear();
	for (int i = 0; i < 3; i++) {
		if ((int)mask & (1 << i)) {
			Ref<InputEventMouseButton> mb;
			mb.instantiate();
			mb->set_position(c->get_local_mouse_position());
			mb->set_global_position(c->get_local_mouse_position());
			mb->set_button_index(MouseButton(i + 1));
			mb->set_pressed(false);
			mb->set_device(InputEvent::DEVICE_ID_INTERNAL);
			c->_call_gui_input(mb);
		}
	}
}
void Viewport::_drop_physics_mouseover(bool p_paused_only) {