### 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)
for (KeyValue<RID, Viewport::CanvasData> &E : p_viewport->canvas_map) {
				RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value.canvas);
				Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E.value, clip_rect.size);
				for (RendererCanvasRender::LightOccluderInstance *F : canvas->occluders) {
					if (!F->enabled) {
						continue;
					}
					F->xform_cache = xf * F->xform;
					if (sdf_rect.intersects_transformed(F->xform_cache, F->aabb_cache)) {
						F->next = occluders;
						occluders = F;
					}
				}
			}
			RSG::canvas_render->render_sdf(p_viewport->render_target, occluders);
			RSG::texture_storage->render_target_mark_sdf_enabled(p_viewport->render_target, true);
			p_viewport->sdf_active = false; 
		} else {
			RSG::texture_storage->render_target_mark_sdf_enabled(p_viewport->render_target, false);
		}
		Rect2 shadow_rect;
		int shadow_count = 0;
		int directional_light_count = 0;
		RENDER_TIMESTAMP("Cull 2D Lights");
		for (KeyValue<RID, Viewport::CanvasData> &E : p_viewport->canvas_map) {
			RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value.canvas);
			Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E.value, clip_rect.size);
			
			for (RendererCanvasRender::Light *F : canvas->lights) {
				RendererCanvasRender::Light *cl = F;