### 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.
Point2 click = gui.mouse_focus->get_global_transform_with_canvas().affine_inverse().xform(gui.last_mouse_pos);
		for (int i = 0; i < 3; i++) {
			if ((int)mask & (1 << i)) {
				Ref<InputEventMouseButton> mb;
				mb.instantiate();
				
				mb->set_position(click);
				mb->set_button_index(MouseButton(i + 1));
				mb->set_pressed(false);
				mb->set_device(InputEvent::DEVICE_ID_INTERNAL);
				gui.mouse_focus->_call_gui_input(mb);
			}
		}
		gui.mouse_focus = focus_grabber;
		click = gui.mouse_focus->get_global_transform_with_canvas().affine_inverse().xform(gui.last_mouse_pos);
		for (int i = 0; i < 3; i++) {
			if ((int)mask & (1 << i)) {
				Ref<InputEventMouseButton> mb;
				mb.instantiate();
				
				mb->set_position(click);
				mb->set_button_index(MouseButton(i + 1));
				mb->set_pressed(true);
				mb->set_device(InputEvent::DEVICE_ID_INTERNAL);
				MessageQueue::get_singleton()->push_callable(callable_mp(gui.mouse_focus, &Control::_call_gui_input), mb);
			}
		}
	}
}
void Viewport::push_text_input(const String &p_text) {