### Godot version

4.0.stable

### System information

Windows 10

### Issue description

The Area2D and the Area3D do not trigger the signals mouse_entered and mouse_exited if the mouse is dragging from inside a Control. But, a Control triggers the signals mouse_entered and mouse_exited when dragging from another Control.
I don't know if this is intended, or it is a bug, but I think that the two nodes should behave the same.


https://user-images.githubusercontent.com/54667250/226214034-cd57654b-3bcf-4700-8cc3-e6ce256b03df.mp4


### Steps to reproduce

Execute the project below. When hovering the "Area" and the "Control", the color_rect turns red. But if dragging from the "Drag", only the "Control" turns red.

### Minimal reproduction project

[MouseInputTest.zip](https://github.com/godotengine/godot/files/11012484/MouseInputTest.zip)

if (Object::cast_to<Window>(this) && Input::get_singleton()->get_mouse_mode() == Input::MOUSE_MODE_CAPTURED) {
		return;
	}
	if (!gui.mouse_in_viewport) {
		
		physics_picking_events.clear();
		return;
	}
	_drop_physics_mouseover(true);
#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());
	bool has_mouse_event = false;
	for (const Ref<InputEvent> &e : physics_picking_events) {
		Ref<InputEventMouse> m = e;
		if (m.is_valid()) {
			has_mouse_event = true;
			break;
		}
	}
	if (!has_mouse_event) {
		
		
		
		Ref<InputEventMouseMotion> mm;
		mm.instantiate();