### Godot version

v4.0.beta.custom_build [bb08997b8]

### System information

Ubuntu 22.10 LTS, GTX1060, Vulkan

### Issue description

If you toggle emulate_touch_from_mouse option in ProjectSettings `InputEventMouseMotion`, `InputEventScreenDrag`, `InputEventScreenTouch` passes through `Panel`, afaik this doesn't happen in **`3.x branch`**

how tree looks:
```
- Node
  - Panel(half screen size, to stop input events)
  - Node(captures unhandled inputs)

```
screen separated into 2 sides, left side is Panel, right is empty space, so if you click on Panel you can't get any output from _unhandled_input on Node.

### Steps to reproduce

1. run attachment
2. click and/or scroll with mouse on left side and right side (check output)
3. go to project settings and toggle `emulate touch from mouse`
4. go to step 2 (check output)

### Minimal reproduction project

[New Game Project.zip](https://github.com/godotengine/godot/files/10371324/New.Game.Project.zip)

if (!p_local_coords) {
		ev = _make_input_local(p_event);
	} else {
		ev = p_event;
	}
	
	if (Object::cast_to<InputEventKey>(*ev) != nullptr || Object::cast_to<InputEventShortcut>(*ev) != nullptr || Object::cast_to<InputEventJoypadButton>(*ev) != nullptr) {
		get_tree()->_call_input_pause(shortcut_input_group, SceneTree::CALL_INPUT_TYPE_SHORTCUT_INPUT, ev, this);
	}
	
	if (!is_input_handled()) {
		get_tree()->_call_input_pause(unhandled_input_group, SceneTree::CALL_INPUT_TYPE_UNHANDLED_INPUT, ev, this);
	}
	
	if (!is_input_handled() && (Object::cast_to<InputEventKey>(*ev) != nullptr)) {
		get_tree()->_call_input_pause(unhandled_key_input_group, SceneTree::CALL_INPUT_TYPE_UNHANDLED_KEY_INPUT, ev, this);
	}
	if (physics_object_picking && !is_input_handled()) {
		if (Input::get_singleton()->get_mouse_mode() != Input::MOUSE_MODE_CAPTURED &&
				(Object::cast_to<InputEventMouseButton>(*ev) ||
						Object::cast_to<InputEventMouseMotion>(*ev) ||
						Object::cast_to<InputEventScreenDrag>(*ev) ||
						Object::cast_to<InputEventScreenTouch>(*ev) ||
						Object::cast_to<InputEventKey>(*ev) 
						)) {
			physics_picking_events.push_back(ev);
		}
	}
}
void Viewport::set_physics_object_picking(bool p_enable) {