### 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.
} else {
							is_tooltip_shown = true; 
						}
					} else {
						_gui_cancel_tooltip();
					}
				}
				if (!is_tooltip_shown && over->can_process()) {
					if (gui.tooltip_timer.is_valid()) {
						gui.tooltip_timer->release_connections();
						gui.tooltip_timer = Ref<SceneTreeTimer>();
					}
					gui.tooltip_control = over;
					gui.tooltip_pos = over->get_screen_transform().xform(pos);
					gui.tooltip_timer = get_tree()->create_timer(gui.tooltip_delay);
					gui.tooltip_timer->set_ignore_time_scale(true);
					gui.tooltip_timer->connect("timeout", callable_mp(this, &Viewport::_gui_show_tooltip));
				}
			}
			mm->set_position(pos);
			Control::CursorShape cursor_shape = Control::CURSOR_ARROW;
			{
				Control *c = over;
				Vector2 cpos = pos;
				while (c) {
					if (!gui.mouse_focus_mask.is_empty() || c->has_point(cpos)) {
						cursor_shape = c->get_cursor_shape(cpos);
					} else {
						cursor_shape = Control::CURSOR_ARROW;
					}