### 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)
return own_world_3d.is_valid();
}
void Viewport::_propagate_enter_world_3d(Node *p_node) {
	if (p_node != this) {
		if (!p_node->is_inside_tree()) { 
			return;
		}
		if (Object::cast_to<Node3D>(p_node) || Object::cast_to<WorldEnvironment>(p_node)) {
			p_node->notification(Node3D::NOTIFICATION_ENTER_WORLD);
		} else {
			Viewport *v = Object::cast_to<Viewport>(p_node);
			if (v) {
				if (v->world_3d.is_valid() || v->own_world_3d.is_valid()) {
					return;
				}
			}
		}
	}
	for (int i = 0; i < p_node->get_child_count(); i++) {
		_propagate_enter_world_3d(p_node->get_child(i));
	}
}
void Viewport::_propagate_exit_world_3d(Node *p_node) {