### 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)
F->value = frame;
									
									if (mm.is_valid() && mm->get_device() == InputEvent::DEVICE_ID_INTERNAL) {
										send_event = false;
									}
								}
								HashMap<Pair<ObjectID, int>, uint64_t, PairHash<ObjectID, int>>::Iterator SF = physics_2d_shape_mouseover.find(Pair(res[i].collider_id, res[i].shape));
								if (!SF) {
									physics_2d_shape_mouseover.insert(Pair(res[i].collider_id, res[i].shape), frame);
									co->_mouse_shape_enter(res[i].shape);
								} else {
									SF->value = frame;
								}
							}
							if (send_event) {
								co->_input_event_call(this, ev, res[i].shape);
							}
						}
					}
				}
			}
			if (is_mouse) {
				_cleanup_mouseover_colliders(false, false, frame);
			}
		}
#ifndef _3D_DISABLED
		CollisionObject3D *capture_object = nullptr;
		if (physics_object_capture.is_valid()) {
			capture_object = Object::cast_to<CollisionObject3D>(ObjectDB::get_instance(physics_object_capture));
			if (!capture_object || !camera_3d || (mb.is_valid() && mb->get_button_index() == MouseButton::LEFT && !mb->is_pressed())) {