### 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)
Control *c = over;
				Vector2 cpos = pos;
				while (c) {
					if (!gui.mouse_focus_mask.is_empty() || c->has_point(cpos)) {
						cursor_shape = c->get_cursor_shape(cpos);
					} else {
						cursor_shape = Control::CURSOR_ARROW;
					}
					cpos = c->get_transform().xform(cpos);
					if (cursor_shape != Control::CURSOR_ARROW) {
						break;
					}
					if (c->data.mouse_filter == Control::MOUSE_FILTER_STOP) {
						break;
					}
					if (c->is_set_as_top_level()) {
						break;
					}
					c = c->get_parent_control();
				}
			}
			ds_cursor_shape = (DisplayServer::CursorShape)cursor_shape;
			bool stopped = false;
			if (over && over->can_process()) {
				stopped = _gui_call_input(over, mm);
			}
			if (stopped) {
				set_input_as_handled();
			}
		}