### Godot version

v4.0.2.stable.official [7a0977ce2]

### System information

Windows 10, Linux

### Issue description

When the `mouse_entered` and `mouse_exited` signals are used with an `Area2D` node, the signals are not emitted if the `Camera2D` moves the viewport such that the mouse enters or leaves the area.

![area](https://user-images.githubusercontent.com/118939014/230185696-4154ce92-b6da-4c28-a5f8-b088900d7ac8.gif)


### Steps to reproduce

Open the attached minimal project...

1) Put the mouse cursor inside the circular area
2) Move the camera with WASD or arrow keys such that the mouse cursor enters and leaves the area (don't move the mouse in this step)
3) Watch as the label doesn't update properly

### Minimal reproduction project

[Area2D bug.zip](https://github.com/godotengine/godot/files/11162322/Area2D.bug.zip)

void _gui_remove_focus_for_window(Node *p_window);
	void _gui_unfocus_control(Control *p_control);
	bool _gui_control_has_focus(const Control *p_control);
	void _gui_control_grab_focus(Control *p_control);
	void _gui_grab_click_focus(Control *p_control);
	void _post_gui_grab_click_focus();
	void _gui_accept_event();
	bool _gui_drop(Control *p_at_control, Point2 p_at_pos, bool p_just_check);
	friend class AudioListener2D;
	void _audio_listener_2d_set(AudioListener2D *p_listener);
	void _audio_listener_2d_remove(AudioListener2D *p_listener);
	friend class Camera2D;
	void _camera_2d_set(Camera2D *p_camera_2d);
	friend class CanvasLayer;
	void _canvas_layer_add(CanvasLayer *p_canvas_layer);
	void _canvas_layer_remove(CanvasLayer *p_canvas_layer);
	void _drop_mouse_over();
	void _drop_mouse_focus();
	void _drop_physics_mouseover(bool p_paused_only = false);
	void _update_canvas_items(Node *p_node);
	friend class Window;
	void _sub_window_update_order();
	void _sub_window_register(Window *p_window);
	void _sub_window_update(Window *p_window);
	void _sub_window_grab_focus(Window *p_window);
	void _sub_window_remove(Window *p_window);
	int _sub_window_find(Window *p_window);
	bool _sub_windows_forward_input(const Ref<InputEvent> &p_event);
	SubWindowResize _sub_window_get_resize_margin(Window *p_subwindow, const Point2 &p_point);
	virtual bool _can_consume_input_events() const { return true; }