### 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)
void set_transparent_background(bool p_enable);
	bool has_transparent_background() const;
	Ref<ViewportTexture> get_texture() const;
	void set_positional_shadow_atlas_size(int p_size);
	int get_positional_shadow_atlas_size() const;
	void set_positional_shadow_atlas_16_bits(bool p_16_bits);
	bool get_positional_shadow_atlas_16_bits() const;
	void set_positional_shadow_atlas_quadrant_subdiv(int p_quadrant, PositionalShadowAtlasQuadrantSubdiv p_subdiv);
	PositionalShadowAtlasQuadrantSubdiv get_positional_shadow_atlas_quadrant_subdiv(int p_quadrant) const;
	void set_msaa_2d(MSAA p_msaa);
	MSAA get_msaa_2d() const;
	void set_msaa_3d(MSAA p_msaa);
	MSAA get_msaa_3d() const;
	void set_screen_space_aa(ScreenSpaceAA p_screen_space_aa);
	ScreenSpaceAA get_screen_space_aa() const;
	void set_use_taa(bool p_use_taa);
	bool is_using_taa() const;
	void set_scaling_3d_mode(Scaling3DMode p_scaling_3d_mode);
	Scaling3DMode get_scaling_3d_mode() const;
	void set_scaling_3d_scale(float p_scaling_3d_scale);
	float get_scaling_3d_scale() const;
	void set_fsr_sharpness(float p_fsr_sharpness);
	float get_fsr_sharpness() const;
	void set_texture_mipmap_bias(float p_texture_mipmap_bias);
	float get_texture_mipmap_bias() const;
	void set_use_debanding(bool p_use_debanding);
	bool is_using_debanding() const;
	void set_mesh_lod_threshold(float p_pixels);
	float get_mesh_lod_threshold() const;
	void set_use_occlusion_culling(bool p_us_occlusion_culling);