### Godot version

v4.1.stable.official [970459615]

### System information

Godot v4.1.stable - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1660 Ti (NVIDIA; 31.0.15.3598) - AMD Ryzen 7 3700X 8-Core Processor (16 Threads)

### Issue description

is_input_handled() is returning True, even though set_input_as_handled() has not been called.

Example:
`func _input_event(viewport, event, shape_idx):
	print(viewport.is_input_handled())`

Returns 'True', should return 'False'

### Steps to reproduce

1. Create a new project and add a Node2D as the root
2. Add a child Area2D node containing a CollisionShape2D and a Sprite2D
3. Either create the _input_event(viewport, event, shape_idx) or connect _on_input_event(viewport, event, shape_idx)
4. Print viewport.is_input_handled()
5. True is printed.

### Minimal reproduction project

[input_test.zip](https://github.com/godotengine/godot/files/12063748/input_test.zip)

#ifndef _3D_DISABLED
	if (!use_xr) {
#endif
		if (p_allocated) {
			RS::get_singleton()->viewport_set_size(viewport, size.width, size.height);
		} else {
			RS::get_singleton()->viewport_set_size(viewport, 0, 0);
		}
#ifndef _3D_DISABLED
	} 
#endif
	_update_global_transform();
	update_configuration_warnings();
	update_canvas_items();
	for (ViewportTexture *E : viewport_textures) {
		E->emit_changed();
	}
	emit_signal(SNAME("size_changed"));
	Rect2i limit = get_visible_rect();
	for (int i = 0; i < gui.sub_windows.size(); ++i) {
		Window *sw = gui.sub_windows[i].window;
		Rect2i rect = Rect2i(sw->position, sw->size);
		Rect2i new_rect = sw->fit_rect_in_parent(rect, limit);
		if (new_rect != rect) {
			sw->set_position(new_rect.position);
			sw->set_size(new_rect.size);
		}
	}
}
Size2i Viewport::_get_size() const {