### Godot version

v4.0.beta16.official [518b9e580]

### System information

-

### Issue description

The description of `Control._has_point(position)`-virtual function is outdated likely due to #66688. 

> Note: If you want to check if a point is inside the control, you can use `get_rect().has_point(point)`.

After #66688, get_rect() returns the Controls rect relative to its parent, while the point is relative to the Control.

Also, the note refers to `point` while it likely should refer to the parameter `position`. That said, in this case, I think the incorrect name is better and the parameter of the function should be changed to`point` to avoid shadowing `Control.position`.

Suggested fixes:
1. Change the note to match the new behavior (`Rect2(Vector2.ZERO, size).has_point(point)` should work; verify) OR introduce `get_local_rect()` that matches the old behavior and recommend using it instead.
2. Change the name of the `position` parameter to `point` in `Control._has_point(position)`

### Steps to reproduce

-

### Minimal reproduction project

-
if (parent_control) {
				parent_control->queue_redraw();
			}
			queue_redraw();
			if (data.RI) {
				get_viewport()->gui_set_root_order_dirty();
			}
		} break;
		case NOTIFICATION_RESIZED: {
			emit_signal(SceneStringNames::get_singleton()->resized);
		} break;
		case NOTIFICATION_DRAW: {
			_update_canvas_item_transform();
			RenderingServer::get_singleton()->canvas_item_set_custom_rect(get_canvas_item(), !data.disable_visibility_clip, Rect2(Point2(), get_size()));
			RenderingServer::get_singleton()->canvas_item_set_clip(get_canvas_item(), data.clip_contents);
		} break;
		case NOTIFICATION_MOUSE_ENTER: {
			emit_signal(SceneStringNames::get_singleton()->mouse_entered);
		} break;
		case NOTIFICATION_MOUSE_EXIT: {
			emit_signal(SceneStringNames::get_singleton()->mouse_exited);
		} break;
		case NOTIFICATION_FOCUS_ENTER: {
			emit_signal(SceneStringNames::get_singleton()->focus_entered);
			queue_redraw();
		} break;
		case NOTIFICATION_FOCUS_EXIT: {
			emit_signal(SceneStringNames::get_singleton()->focus_exited);
			queue_redraw();
		} break;