### 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)

ERR_MAIN_THREAD_GUARD;
	if (p_enable == camera_3d_override) {
		return;
	}
	if (p_enable) {
		camera_3d_override.rid = RenderingServer::get_singleton()->camera_create();
	} else {
		RenderingServer::get_singleton()->free(camera_3d_override.rid);
		camera_3d_override.rid = RID();
	}
	if (p_enable) {
		RenderingServer::get_singleton()->viewport_attach_camera(viewport, camera_3d_override.rid);
	} else if (camera_3d) {
		RenderingServer::get_singleton()->viewport_attach_camera(viewport, camera_3d->get_camera());
	} else {
		RenderingServer::get_singleton()->viewport_attach_camera(viewport, RID());
	}
}
void Viewport::set_camera_3d_override_perspective(real_t p_fovy_degrees, real_t p_z_near, real_t p_z_far) {