### 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.
screen_size.y = video_mode.x / viewport_aspect;
			}
		}
		screen_size = screen_size.floor();
		viewport_size = viewport_size.floor();
		if (content_scale_stretch == Window::CONTENT_SCALE_STRETCH_INTEGER) {
			Size2i screen_scale = (screen_size / viewport_size).floor();
			int scale_factor = MIN(screen_scale.x, screen_scale.y);
			if (scale_factor < 1) {
				scale_factor = 1;
			}
			screen_size = viewport_size * scale_factor;
		}
		Size2 margin;
		Size2 offset;
		if (screen_size.x < video_mode.x) {
			margin.x = Math::round((video_mode.x - screen_size.x) / 2.0);
			offset.x = Math::round(margin.x * viewport_size.y / screen_size.y);
		}
		if (screen_size.y < video_mode.y) {
			margin.y = Math::round((video_mode.y - screen_size.y) / 2.0);
			offset.y = Math::round(margin.y * viewport_size.x / screen_size.x);
		}
		switch (content_scale_mode) {
			case CONTENT_SCALE_MODE_DISABLED: {
				
				
			} break;
			case CONTENT_SCALE_MODE_CANVAS_ITEMS: {
				final_size = screen_size;