### 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 _cleanup_mouseover_colliders(bool p_clean_all_frames, bool p_paused_only, uint64_t p_frame_reference = 0);
	Ref<World2D> world_2d;
	StringName input_group;
	StringName gui_input_group;
	StringName shortcut_input_group;
	StringName unhandled_input_group;
	StringName unhandled_key_input_group;
	void _update_audio_listener_2d();
	bool disable_3d = false;
	void _propagate_viewport_notification(Node *p_node, int p_what);
	void _update_global_transform();
	RID texture_rid;
	DebugDraw debug_draw = DEBUG_DRAW_DISABLED;
	int positional_shadow_atlas_size = 2048;
	bool positional_shadow_atlas_16_bits = true;
	PositionalShadowAtlasQuadrantSubdiv positional_shadow_atlas_quadrant_subdiv[4];
	MSAA msaa_2d = MSAA_DISABLED;
	MSAA msaa_3d = MSAA_DISABLED;
	ScreenSpaceAA screen_space_aa = SCREEN_SPACE_AA_DISABLED;
	bool use_taa = false;
	Scaling3DMode scaling_3d_mode = SCALING_3D_MODE_BILINEAR;
	float scaling_3d_scale = 1.0;
	float fsr_sharpness = 0.2f;
	float texture_mipmap_bias = 0.0f;
	bool use_debanding = false;
	float mesh_lod_threshold = 1.0;
	bool use_occlusion_culling = false;
	Ref<ViewportTexture> default_texture;
	HashSet<ViewportTexture *> viewport_textures;
	SDFOversize sdf_oversize = SDF_OVERSIZE_120_PERCENT;