### 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)

if (first) {
					first->make_current();
				}
			}
#endif 
		} break;
		case NOTIFICATION_EXIT_TREE: {
			_gui_cancel_tooltip();
			RenderingServer::get_singleton()->viewport_set_scenario(viewport, RID());
			RenderingServer::get_singleton()->viewport_remove_canvas(viewport, current_canvas);
			if (contact_2d_debug.is_valid()) {
				RenderingServer::get_singleton()->free(contact_2d_debug);
				contact_2d_debug = RID();
			}
			if (contact_3d_debug_multimesh.is_valid()) {
				RenderingServer::get_singleton()->free(contact_3d_debug_multimesh);
				RenderingServer::get_singleton()->free(contact_3d_debug_instance);
				contact_3d_debug_instance = RID();
				contact_3d_debug_multimesh = RID();
			}
			remove_from_group("_viewports");
			set_physics_process_internal(false);
			RS::get_singleton()->viewport_set_active(viewport, false);
			RenderingServer::get_singleton()->viewport_set_parent_viewport(viewport, RID());
		} break;
		case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
			if (!get_tree()) {
				return;
			}
			if (get_tree()->is_debugging_collisions_hint() && contact_2d_debug.is_valid()) {