### Godot version

v4.0.beta17.official [c40020513]

### System information

macOS 13.0.1

### Issue description

When a `Control` node is over a `SubViewportContainer` (with a `SubViewport` as a child), both in Full Rect anchors, asking for the get_viewport().get_mouse_position() from a scene inside the `SubViewport` returns (0, 0) as the position of the mouse.

This wasn't happening in at least Beta 15. I was getting the mouse position without any problems before Beta 17. I didn't try Beta 16.

### Steps to reproduce

1. Create a `Control` node
2. Add two children: A `SubViewportContainer` and a `Control` node
3. Put both in Full Rect anchors so the `Control` node (child) is covering the `SubViewportContainer`
4. Ask for the get_viewport().get_mouse_position() from inside a scene of the `SubViewport`

As you can see in this screenshot: asking for the mouse position from inside the `Node2D` script always returns (0, 0).

<img width="1533" alt="SubViewportContainerIssue" src="https://user-images.githubusercontent.com/91340577/217051768-d9c2e8ad-40ca-4c6d-bb98-f6a7c9c6081f.png">

Only If the `Control` (child) mouse filtering is set to _Ignore_ you can get the mouse position. But with that you are losing the mouse inputs from that `Control` node.

You can find the setup of these nodes in the MRP.


### Minimal reproduction project

Run the main scene (control.tscn) and move the mouse around the screen. Look for the print in the Output tab.

[SubViewportMousePositionIssue.zip](https://github.com/godotengine/godot/files/10667894/SubViewportMousePositionIssue.zip)
int x = get_position().x;
		int closest_dist = 0x7FFFFFFF;
		Rect2i closest_rect;
		for (int i = 0; i < DisplayServer::get_singleton()->get_screen_count(); i++) {
			Rect2i s(DisplayServer::get_singleton()->screen_get_position(i), DisplayServer::get_singleton()->screen_get_size(i));
			int d;
			if (x >= s.position.x && x < s.size.x) {
				
				closest_rect = s;
				break;
			} else if (x < s.position.x) {
				d = s.position.x - x;
			} else {
				d = x - (s.position.x + s.size.x);
			}
			if (d < closest_dist) {
				closest_dist = d;
				closest_rect = s;
			}
		}
		return closest_rect;
	}
}
void Window::set_clamp_to_embedder(bool p_enable) {
	clamp_to_embedder = p_enable;
}
bool Window::is_clamped_to_embedder() const {
	return clamp_to_embedder;
}
void Window::set_layout_direction(Window::LayoutDirection p_direction) {