### Godot version

v4.0.beta9.official [e780dc332]

### System information

macOS Ventura 13.0.1 (Intel), Radeon Pro 580 8 GB

### Issue description

When setting the size of a SubViewport (that is inside the corresponding SubViewportContainer) to zero, the editor crashes instantly.

**But it only happens when I set the size of the SubViewport by sliding the values.**

You can see what happens in this video:


https://user-images.githubusercontent.com/91340577/209363880-503d3dff-80e1-4e9e-bb57-d059fdbfeed0.mp4

At the end of the video you can see the crash message of macOS reading: _Godot quit unexpectedly._

If I write the number zero (or any negative) to the values of the SubViewport size, the crash doesn't happens.

### Steps to reproduce

1. Add a SubViewportContainer
2. Add a SubViewport as a child of the SubViewportContainer
3. Set the size of the SubViewport to zero **by sliding** the X or the Y value.

### Minimal reproduction project

1. Open the project
2. Go to the Control.tscn scene
3. Select the SubViewport node
4. Slide the X or Y values of the size to zero

[SubViewportCrash.zip](https://github.com/godotengine/godot/files/10296101/SubViewportCrash.zip)
RenderingServer::get_singleton()->multimesh_set_mesh(contact_3d_debug_multimesh, get_tree()->get_debug_contact_mesh()->get_rid());
				contact_3d_debug_instance = RenderingServer::get_singleton()->instance_create();
				RenderingServer::get_singleton()->instance_set_base(contact_3d_debug_instance, contact_3d_debug_multimesh);
				RenderingServer::get_singleton()->instance_set_scenario(contact_3d_debug_instance, find_world_3d()->get_scenario());
				RenderingServer::get_singleton()->instance_geometry_set_flag(contact_3d_debug_instance, RS::INSTANCE_FLAG_DRAW_NEXT_FRAME_IF_VISIBLE, true);
#endif 
				set_physics_process_internal(true);
			}
		} break;
		case NOTIFICATION_READY: {
#ifndef _3D_DISABLED
			if (audio_listener_3d_set.size() && !audio_listener_3d) {
				AudioListener3D *first = nullptr;
				for (AudioListener3D *E : audio_listener_3d_set) {
					if (first == nullptr || first->is_greater_than(E)) {
						first = E;
					}
				}
				if (first) {
					first->make_current();
				}
			}
			if (camera_3d_set.size() && !camera_3d) {
				
				Camera3D *first = nullptr;
				for (Camera3D *E : camera_3d_set) {
					if (first == nullptr || first->is_greater_than(E)) {
						first = E;
					}
				}