### 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)

ClassDB::bind_method(D_METHOD("set_msaa_2d", "msaa"), &Viewport::set_msaa_2d);
	ClassDB::bind_method(D_METHOD("get_msaa_2d"), &Viewport::get_msaa_2d);
	ClassDB::bind_method(D_METHOD("set_msaa_3d", "msaa"), &Viewport::set_msaa_3d);
	ClassDB::bind_method(D_METHOD("get_msaa_3d"), &Viewport::get_msaa_3d);
	ClassDB::bind_method(D_METHOD("set_screen_space_aa", "screen_space_aa"), &Viewport::set_screen_space_aa);
	ClassDB::bind_method(D_METHOD("get_screen_space_aa"), &Viewport::get_screen_space_aa);
	ClassDB::bind_method(D_METHOD("set_use_taa", "enable"), &Viewport::set_use_taa);
	ClassDB::bind_method(D_METHOD("is_using_taa"), &Viewport::is_using_taa);
	ClassDB::bind_method(D_METHOD("set_use_debanding", "enable"), &Viewport::set_use_debanding);
	ClassDB::bind_method(D_METHOD("is_using_debanding"), &Viewport::is_using_debanding);
	ClassDB::bind_method(D_METHOD("set_use_occlusion_culling", "enable"), &Viewport::set_use_occlusion_culling);
	ClassDB::bind_method(D_METHOD("is_using_occlusion_culling"), &Viewport::is_using_occlusion_culling);
	ClassDB::bind_method(D_METHOD("set_debug_draw", "debug_draw"), &Viewport::set_debug_draw);
	ClassDB::bind_method(D_METHOD("get_debug_draw"), &Viewport::get_debug_draw);
	ClassDB::bind_method(D_METHOD("get_render_info", "type", "info"), &Viewport::get_render_info);
	ClassDB::bind_method(D_METHOD("get_texture"), &Viewport::get_texture);
	ClassDB::bind_method(D_METHOD("set_physics_object_picking", "enable"), &Viewport::set_physics_object_picking);
	ClassDB::bind_method(D_METHOD("get_physics_object_picking"), &Viewport::get_physics_object_picking);
	ClassDB::bind_method(D_METHOD("set_physics_object_picking_sort", "enable"), &Viewport::set_physics_object_picking_sort);
	ClassDB::bind_method(D_METHOD("get_physics_object_picking_sort"), &Viewport::get_physics_object_picking_sort);
	ClassDB::bind_method(D_METHOD("get_viewport_rid"), &Viewport::get_viewport_rid);
	ClassDB::bind_method(D_METHOD("push_text_input", "text"), &Viewport::push_text_input);
	ClassDB::bind_method(D_METHOD("push_input", "event", "in_local_coords"), &Viewport::push_input, DEFVAL(false));
	ClassDB::bind_method(D_METHOD("push_unhandled_input", "event", "in_local_coords"), &Viewport::push_unhandled_input, DEFVAL(false));
	ClassDB::bind_method(D_METHOD("get_camera_2d"), &Viewport::get_camera_2d);
	ClassDB::bind_method(D_METHOD("set_as_audio_listener_2d", "enable"), &Viewport::set_as_audio_listener_2d);
	ClassDB::bind_method(D_METHOD("is_audio_listener_2d"), &Viewport::is_audio_listener_2d);
	ClassDB::bind_method(D_METHOD("get_mouse_position"), &Viewport::get_mouse_position);
	ClassDB::bind_method(D_METHOD("warp_mouse", "position"), &Viewport::warp_mouse);
	ClassDB::bind_method(D_METHOD("gui_get_drag_data"), &Viewport::gui_get_drag_data);