### 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)

mm->set_global_position(physics_last_mousepos);
			mm->set_position(physics_last_mousepos);
			mm->set_alt_pressed(physics_last_mouse_state.alt);
			mm->set_shift_pressed(physics_last_mouse_state.shift);
			mm->set_ctrl_pressed(physics_last_mouse_state.control);
			mm->set_meta_pressed(physics_last_mouse_state.meta);
			mm->set_button_mask(physics_last_mouse_state.mouse_mask);
			physics_picking_events.push_back(mm);
		}
	}
	while (physics_picking_events.size()) {
		Ref<InputEvent> ev = physics_picking_events.front()->get();
		physics_picking_events.pop_front();
		Vector2 pos;
		bool is_mouse = false;
		Ref<InputEventMouseMotion> mm = ev;
		if (mm.is_valid()) {
			pos = mm->get_position();
			is_mouse = true;
			physics_has_last_mousepos = true;
			physics_last_mousepos = pos;
			physics_last_mouse_state.alt = mm->is_alt_pressed();
			physics_last_mouse_state.shift = mm->is_shift_pressed();
			physics_last_mouse_state.control = mm->is_ctrl_pressed();
			physics_last_mouse_state.meta = mm->is_meta_pressed();
			physics_last_mouse_state.mouse_mask = mm->get_button_mask();
		}
		Ref<InputEventMouseButton> mb = ev;
		if (mb.is_valid()) {
			pos = mb->get_position();