### 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)

physics_object_picking = p_enable;
	if (physics_object_picking) {
		add_to_group("_picking_viewports");
	} else {
		physics_picking_events.clear();
		if (is_in_group("_picking_viewports")) {
			remove_from_group("_picking_viewports");
		}
	}
}
bool Viewport::get_physics_object_picking() {
	return physics_object_picking;
}
void Viewport::set_physics_object_picking_sort(bool p_enable) {
	physics_object_picking_sort = p_enable;
}
bool Viewport::get_physics_object_picking_sort() {
	return physics_object_picking_sort;
}
Vector2 Viewport::get_camera_coords(const Vector2 &p_viewport_coords) const {
	Transform2D xf = stretch_transform * global_canvas_transform;
	return xf.xform(p_viewport_coords);
}
Vector2 Viewport::get_camera_rect_size() const {