### Godot version

v4.1.stable.official [970459615]

### System information

Windows 10

### Issue description

Changing a RichTextLabel's text property while dragging the scrollbar causes releasing the mouse to not actually prevent further dragging. Technically it's more pervasive than this since the scrollbar stops reporting other mouse input events (stops being highlighted when hovered, can't release) in general when updating every frame. This works fine for 3.5. This is still broken for 4.2dev3.

### Steps to reproduce

Change a RichTextLabel's text property while dragging the scrollbar. MRP attached.

https://github.com/godotengine/godot/assets/3820082/99c961af-e31c-4dde-8fd5-061e2e9e5fdc


### Minimal reproduction project

[rtl-scrollbar-mrp.zip](https://github.com/godotengine/godot/files/12327813/rtl-scrollbar-mrp.zip)

const Glyph *glyphs = TS->shaped_text_get_glyphs(rid);
		int gl_size = TS->shaped_text_get_glyph_count(rid);
		Vector2 gloff = off;
		
		int processed_glyphs_ol = r_processed_glyphs;
		for (int i = 0; i < gl_size; i++) {
			Item *it = _get_item_at_pos(it_from, it_to, glyphs[i].start);
			int size = _find_outline_size(it, p_outline_size);
			Color font_color = _find_color(it, p_base_color);
			Color font_outline_color = _find_outline_color(it, p_outline_color);
			Color font_shadow_color = p_font_shadow_color;
			if ((size <= 0 || font_outline_color.a == 0) && (font_shadow_color.a == 0)) {
				gloff.x += glyphs[i].advance;
				continue;
			}
			
			ItemFade *fade = nullptr;
			Item *fade_item = it;
			while (fade_item) {
				if (fade_item->type == ITEM_FADE) {
					fade = static_cast<ItemFade *>(fade_item);
					break;
				}
				fade_item = fade_item->parent;
			}
			Vector<ItemFX *> fx_stack;
			_fetch_item_fx_stack(it, fx_stack);
			bool custom_fx_ok = true;
			Point2 fx_offset = Vector2(glyphs[i].x_off, glyphs[i].y_off);
			RID frid = glyphs[i].font_rid;