### 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.
gesture_event = gesture_event->xformed_by(Transform2D()); 
				pos = over->get_global_transform_with_canvas().affine_inverse().xform(pos);
				gesture_event->set_position(pos);
				stopped = _gui_call_input(over, gesture_event);
			}
			if (stopped) {
				set_input_as_handled();
			}
			return;
		}
	}
	Ref<InputEventScreenDrag> drag_event = p_event;
	if (drag_event.is_valid()) {
		const int drag_event_index = drag_event->get_index();
		ObjectID control_id = gui.touch_focus[drag_event_index];
		Control *over = control_id.is_valid() ? Object::cast_to<Control>(ObjectDB::get_instance(control_id)) : nullptr;
		if (!over) {
			over = gui_find_control(drag_event->get_position());
		}
		if (over) {
			bool stopped = false;
			if (over->can_process()) {
				Transform2D localizer = over->get_global_transform_with_canvas().affine_inverse();
				Size2 pos = localizer.xform(drag_event->get_position());
				Vector2 velocity = localizer.basis_xform(drag_event->get_velocity());
				Vector2 rel = localizer.basis_xform(drag_event->get_relative());
				drag_event = drag_event->xformed_by(Transform2D()); 
				drag_event->set_velocity(velocity);
				drag_event->set_relative(rel);
				drag_event->set_position(pos);