### 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)
if (p_viewport->measure_render_time) {
		String rt_id = "vp_begin_" + itos(p_viewport->self.get_id());
		RSG::utilities->capture_timestamp(rt_id);
		timestamp_vp_map[rt_id] = p_viewport->self;
	}
	if (OS::get_singleton()->get_current_rendering_method() == "gl_compatibility") {
		
		DisplayServer::get_singleton()->gl_window_make_current(p_viewport->viewport_to_screen);
	}
	
	bool scenario_draw_canvas_bg = false; 
	int scenario_canvas_max_layer = 0;
	for (int i = 0; i < RS::VIEWPORT_RENDER_INFO_TYPE_MAX; i++) {
		for (int j = 0; j < RS::VIEWPORT_RENDER_INFO_MAX; j++) {
			p_viewport->render_info.info[i][j] = 0;
		}
	}
	if (!p_viewport->disable_2d && !viewport_is_environment_disabled(p_viewport) && RSG::scene->is_scenario(p_viewport->scenario)) {
		RID environment = RSG::scene->scenario_get_environment(p_viewport->scenario);
		if (RSG::scene->is_environment(environment)) {
			scenario_draw_canvas_bg = RSG::scene->environment_get_background(environment) == RS::ENV_BG_CANVAS;
			scenario_canvas_max_layer = RSG::scene->environment_get_canvas_max_layer(environment);