### 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)
Rect2 last_vp_rect;
	bool transparent_bg = false;
	bool gen_mipmaps = false;
	bool snap_controls_to_pixels = true;
	bool snap_2d_transforms_to_pixel = false;
	bool snap_2d_vertices_to_pixel = false;
	bool physics_object_picking = false;
	bool physics_object_picking_sort = false;
	List<Ref<InputEvent>> physics_picking_events;
	ObjectID physics_object_capture;
	ObjectID physics_object_over;
	Transform3D physics_last_object_transform;
	Transform3D physics_last_camera_transform;
	ObjectID physics_last_id;
	bool physics_has_last_mousepos = false;
	Vector2 physics_last_mousepos = Vector2(INFINITY, INFINITY);
	struct {
		bool alt = false;
		bool control = false;
		bool shift = false;
		bool meta = false;
		BitField<MouseButtonMask> mouse_mask;
	} physics_last_mouse_state;
	bool handle_input_locally = true;
	bool local_input_handled = false;
	
	HashMap<ObjectID, uint64_t> physics_2d_mouseover;
	
	HashMap<Pair<ObjectID, int>, uint64_t, PairHash<ObjectID, int>> physics_2d_shape_mouseover;