### 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)

return use_taa;
}
void Viewport::set_use_debanding(bool p_use_debanding) {
	if (use_debanding == p_use_debanding) {
		return;
	}
	use_debanding = p_use_debanding;
	RS::get_singleton()->viewport_set_use_debanding(viewport, p_use_debanding);
}
bool Viewport::is_using_debanding() const {
	return use_debanding;
}
void Viewport::set_mesh_lod_threshold(float p_pixels) {
	mesh_lod_threshold = p_pixels;
	RS::get_singleton()->viewport_set_mesh_lod_threshold(viewport, mesh_lod_threshold);
}
float Viewport::get_mesh_lod_threshold() const {
	return mesh_lod_threshold;
}
void Viewport::set_use_occlusion_culling(bool p_use_occlusion_culling) {
	if (use_occlusion_culling == p_use_occlusion_culling) {
		return;
	}
	use_occlusion_culling = p_use_occlusion_culling;
	RS::get_singleton()->viewport_set_use_occlusion_culling(viewport, p_use_occlusion_culling);
	notify_property_list_changed();
}
bool Viewport::is_using_occlusion_culling() const {