### 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 (shadow_rect.intersects_transformed(F->xform_cache, F->aabb_cache)) {
						F->next = occluders;
						occluders = F;
					}
				}
			}
			
			RendererCanvasRender::Light *light = lights_with_shadow;
			while (light) {
				RENDER_TIMESTAMP("Render PointLight2D Shadow");
				RSG::canvas_render->light_update_shadow(light->light_internal, shadow_count++, light->xform_cache.affine_inverse(), light->item_shadow_mask, light->radius_cache / 1000.0, light->radius_cache * 1.1, occluders);
				light = light->shadows_next_ptr;
			}
			RENDER_TIMESTAMP("< Render PointLight2D Shadows");
		}
		if (directional_lights_with_shadow) {
			
			RendererCanvasRender::Light *light = directional_lights_with_shadow;
			while (light) {
				Vector2 light_dir = -light->xform_cache.columns[1].normalized(); 
				float cull_distance = light->directional_distance;
				Vector2 light_dir_sign;
				light_dir_sign.x = (ABS(light_dir.x) < CMP_EPSILON) ? 0.0 : ((light_dir.x > 0.0) ? 1.0 : -1.0);
				light_dir_sign.y = (ABS(light_dir.y) < CMP_EPSILON) ? 0.0 : ((light_dir.y > 0.0) ? 1.0 : -1.0);
				Vector2 points[6];
				int point_count = 0;
				for (int j = 0; j < 4; j++) {
					static const Vector2 signs[4] = { Vector2(1, 1), Vector2(1, 0), Vector2(0, 0), Vector2(0, 1) };
					Vector2 sign_cmp = signs[j] * 2.0 - Vector2(1.0, 1.0);
					Vector2 point = clip_rect.position + clip_rect.size * signs[j];