### 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;
	}
	if (!gui.mouse_in_viewport) {
		
		physics_picking_events.clear();
		return;
	}
	_drop_physics_mouseover(true);
#ifndef _3D_DISABLED
	Vector2 last_pos(1e20, 1e20);
	CollisionObject3D *last_object = nullptr;
	ObjectID last_id;
	PhysicsDirectSpaceState3D::RayResult result;
#endif 
	PhysicsDirectSpaceState2D *ss2d = PhysicsServer2D::get_singleton()->space_get_direct_state(find_world_2d()->get_space());
	if (physics_has_last_mousepos) {
		
		
		
		bool has_mouse_event = false;
		for (const Ref<InputEvent> &m : physics_picking_events) {
			if (m.is_valid()) {
				has_mouse_event = true;
				break;
			}
		}
		if (!has_mouse_event) {
			Ref<InputEventMouseMotion> mm;
			mm.instantiate();
			mm->set_device(InputEvent::DEVICE_ID_INTERNAL);