### 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)
return;
	}
	if (!gui.mouse_in_viewport) {
		
		physics_picking_events.clear();
		return;
	}
	_drop_physics_mouseover(true);
#ifndef _3D_DISABLED
	Vector2 last_pos(1e20, 1e20);
	CollisionObject3D *last_object = nullptr;
	ObjectID last_id;
	PhysicsDirectSpaceState3D::RayResult result;
#endif 
	PhysicsDirectSpaceState2D *ss2d = PhysicsServer2D::get_singleton()->space_get_direct_state(find_world_2d()->get_space());
	if (physics_has_last_mousepos) {
		
		
		
		bool has_mouse_event = false;
		for (const Ref<InputEvent> &m : physics_picking_events) {
			if (m.is_valid()) {
				has_mouse_event = true;
				break;
			}
		}
		if (!has_mouse_event) {
			Ref<InputEventMouseMotion> mm;
			mm.instantiate();
			mm->set_device(InputEvent::DEVICE_ID_INTERNAL);