### 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)

Ref<InputEventMouseMotion> mm = p_event;
		if (mm.is_valid()) {
			if (gui.subwindow_drag == SUB_WINDOW_DRAG_MOVE) {
				Vector2 diff = mm->get_position() - gui.subwindow_drag_from;
				Rect2i new_rect(gui.subwindow_drag_pos + diff, gui.subwindow_focused->get_size());
				if (gui.subwindow_focused->is_clamped_to_embedder()) {
					Size2i limit = get_visible_rect().size;
					if (new_rect.position.x + new_rect.size.x > limit.x) {
						new_rect.position.x = limit.x - new_rect.size.x;
					}
					if (new_rect.position.y + new_rect.size.y > limit.y) {
						new_rect.position.y = limit.y - new_rect.size.y;
					}
					if (new_rect.position.x < 0) {
						new_rect.position.x = 0;
					}
					int title_height = gui.subwindow_focused->get_flag(Window::FLAG_BORDERLESS) ? 0 : gui.subwindow_focused->get_theme_constant(SNAME("title_height"));
					if (new_rect.position.y < title_height) {
						new_rect.position.y = title_height;
					}
				}
				gui.subwindow_focused->_rect_changed_callback(new_rect);
			}
			if (gui.subwindow_drag == SUB_WINDOW_DRAG_CLOSE) {
				gui.subwindow_drag_close_inside = gui.subwindow_drag_close_rect.has_point(mm->get_position());
			}
			if (gui.subwindow_drag == SUB_WINDOW_DRAG_RESIZE) {
				Vector2i diff = mm->get_position() - gui.subwindow_drag_from;
				Size2i min_size = gui.subwindow_focused->get_min_size();
				Size2i min_size_adjusted = min_size;