### 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)
}
		RENDER_TIMESTAMP("< Render Viewport " + itos(i));
		objects_drawn += vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_VISIBLE][RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME] + vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_SHADOW][RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME];
		vertices_drawn += vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_VISIBLE][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] + vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_SHADOW][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME];
		draw_calls_used += vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_VISIBLE][RS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME] + vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_SHADOW][RS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME];
	}
	RSG::scene->set_debug_draw_mode(RS::VIEWPORT_DEBUG_DRAW_DISABLED);
	total_objects_drawn = objects_drawn;
	total_vertices_drawn = vertices_drawn;
	total_draw_calls_used = draw_calls_used;
	RENDER_TIMESTAMP("< Render Viewports");
	
	RSG::rasterizer->prepare_for_blitting_render_targets();
	for (const KeyValue<int, Vector<BlitToScreen>> &E : blit_to_screen_list) {
		RSG::rasterizer->blit_render_targets_to_screen(E.key, E.value.ptr(), E.value.size());
	}
}
RID RendererViewport::viewport_allocate() {
	return viewport_owner.allocate_rid();
}
void RendererViewport::viewport_initialize(RID p_rid) {
	viewport_owner.initialize_rid(p_rid);
	Viewport *viewport = viewport_owner.get_or_null(p_rid);
	viewport->self = p_rid;
	viewport->render_target = RSG::texture_storage->render_target_create();
	viewport->shadow_atlas = RSG::light_storage->shadow_atlas_create();
	viewport->viewport_render_direct_to_screen = false;
	viewport->fsr_enabled = !RSG::rasterizer->is_low_end() && !viewport->disable_3d;
}
void RendererViewport::viewport_set_use_xr(RID p_viewport, bool p_use_xr) {