### 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)

is_mouse = true;
			physics_has_last_mousepos = true;
			physics_last_mousepos = pos;
			physics_last_mouse_state.alt = mb->is_alt_pressed();
			physics_last_mouse_state.shift = mb->is_shift_pressed();
			physics_last_mouse_state.control = mb->is_ctrl_pressed();
			physics_last_mouse_state.meta = mb->is_meta_pressed();
			if (mb->is_pressed()) {
				physics_last_mouse_state.mouse_mask.set_flag(mouse_button_to_mask(mb->get_button_index()));
			} else {
				physics_last_mouse_state.mouse_mask.clear_flag(mouse_button_to_mask(mb->get_button_index()));
				
				if (mb->get_device() == InputEvent::DEVICE_ID_TOUCH_MOUSE) {
					physics_has_last_mousepos = false;
				}
			}
		}
		Ref<InputEventKey> k = ev;
		if (k.is_valid()) {
			
			physics_last_mouse_state.alt = k->is_alt_pressed();
			physics_last_mouse_state.shift = k->is_shift_pressed();
			physics_last_mouse_state.control = k->is_ctrl_pressed();
			physics_last_mouse_state.meta = k->is_meta_pressed();
			continue;
		}
		Ref<InputEventScreenDrag> sd = ev;
		if (sd.is_valid()) {
			pos = sd->get_position();
		}