### 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)

if (path == p_path) {
		return;
	}
	path = p_path;
	vp_changed = true;
	if (vp) {
		vp->viewport_textures.erase(this);
		vp = nullptr;
	}
	if (proxy.is_valid() && proxy_ph.is_null()) {
		proxy_ph = RS::get_singleton()->texture_2d_placeholder_create();
		RS::get_singleton()->texture_proxy_update(proxy, proxy_ph);
	}
	if (get_local_scene() && !path.is_empty()) {
		setup_local_to_scene();
	} else {
		emit_changed();
	}
}
NodePath ViewportTexture::get_viewport_path_in_scene() const {