### Godot version

v4.0.beta16.official [518b9e580]

### System information

-

### Issue description

The description of `Control._has_point(position)`-virtual function is outdated likely due to #66688. 

> Note: If you want to check if a point is inside the control, you can use `get_rect().has_point(point)`.

After #66688, get_rect() returns the Controls rect relative to its parent, while the point is relative to the Control.

Also, the note refers to `point` while it likely should refer to the parameter `position`. That said, in this case, I think the incorrect name is better and the parameter of the function should be changed to`point` to avoid shadowing `Control.position`.

Suggested fixes:
1. Change the note to match the new behavior (`Rect2(Vector2.ZERO, size).has_point(point)` should work; verify) OR introduce `get_local_rect()` that matches the old behavior and recommend using it instead.
2. Change the name of the `position` parameter to `point` in `Control._has_point(position)`

### Steps to reproduce

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### Minimal reproduction project

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return data.v_size_flags;
}
void Control::set_stretch_ratio(real_t p_ratio) {
	if (data.expand == p_ratio) {
		return;
	}
	data.expand = p_ratio;
	emit_signal(SceneStringNames::get_singleton()->size_flags_changed);
}
real_t Control::get_stretch_ratio() const {
	return data.expand;
}
void Control::_call_gui_input(const Ref<InputEvent> &p_event) {
	emit_signal(SceneStringNames::get_singleton()->gui_input, p_event); 
	if (!is_inside_tree() || get_viewport()->is_input_handled()) {
		return; 
	}
	GDVIRTUAL_CALL(_gui_input, p_event);
	if (!is_inside_tree() || get_viewport()->is_input_handled()) {
		return; 
	}
	gui_input(p_event);
}
void Control::gui_input(const Ref<InputEvent> &p_event) {