### 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.
ERR_MAIN_THREAD_GUARD;
	clamp_to_embedder = p_enable;
}
bool Window::is_clamped_to_embedder() const {
	ERR_READ_THREAD_GUARD_V(false);
	return clamp_to_embedder;
}
void Window::set_unparent_when_invisible(bool p_unparent) {
	unparent_when_invisible = p_unparent;
}
void Window::set_layout_direction(Window::LayoutDirection p_direction) {
	ERR_MAIN_THREAD_GUARD;
	ERR_FAIL_INDEX((int)p_direction, 4);
	layout_dir = p_direction;
	propagate_notification(Control::NOTIFICATION_LAYOUT_DIRECTION_CHANGED);
}
Window::LayoutDirection Window::get_layout_direction() const {
	ERR_READ_THREAD_GUARD_V(LAYOUT_DIRECTION_INHERITED);
	return layout_dir;
}
bool Window::is_layout_rtl() const {
	ERR_READ_THREAD_GUARD_V(false);
	if (layout_dir == LAYOUT_DIRECTION_INHERITED) {
		if (GLOBAL_GET(SNAME("internationalization/rendering/force_right_to_left_layout_direction"))) {
			return true;
		}
		Node *parent_node = get_parent();
		while (parent_node) {
			Control *parent_control = Object::cast_to<Control>(parent_node);