### 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.
#ifndef _3D_DISABLED
	Vector2 last_pos(1e20, 1e20);
	CollisionObject3D *last_object = nullptr;
	ObjectID last_id;
	PhysicsDirectSpaceState3D::RayResult result;
#endif 
	PhysicsDirectSpaceState2D *ss2d = PhysicsServer2D::get_singleton()->space_get_direct_state(find_world_2d()->get_space());
	SubViewportContainer *parent_svc = Object::cast_to<SubViewportContainer>(get_parent());
	bool parent_ignore_mouse = (parent_svc && parent_svc->get_mouse_filter() == Control::MOUSE_FILTER_IGNORE);
	bool create_passive_hover_event = true;
	if (gui.mouse_over || parent_ignore_mouse) {
		
		
		create_passive_hover_event = false;
	} else {
		for (const Ref<InputEvent> &e : physics_picking_events) {
			Ref<InputEventMouse> m = e;
			if (m.is_valid()) {
				
				create_passive_hover_event = false;
				break;
			}
		}
	}
	if (create_passive_hover_event) {
		
		
		
		Ref<InputEventMouseMotion> mm;
		mm.instantiate();