### 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 (sign_cmp == light_dir_sign) {
						
						points[point_count++] = point + light_dir * cull_distance;
					} else if (sign_cmp.x == light_dir_sign.x || sign_cmp.y == light_dir_sign.y) {
						int next_j = (j + 1) % 4;
						Vector2 next_sign_cmp = signs[next_j] * 2.0 - Vector2(1.0, 1.0);
						
						if (next_sign_cmp.x == light_dir_sign.x || next_sign_cmp.y == light_dir_sign.y) {
							if (light_dir_sign.x != 0.0 || light_dir_sign.y != 0.0) {
								points[point_count++] = point;
							}
							points[point_count++] = point + light_dir * cull_distance;
						} else {
							points[point_count++] = point + light_dir * cull_distance;
							if (light_dir_sign.x != 0.0 || light_dir_sign.y != 0.0) {
								points[point_count++] = point;
							}
						}
					} else {
						
						points[point_count++] = point;
					}
				}
				Vector2 xf_points[6];
				RendererCanvasRender::LightOccluderInstance *occluders = nullptr;
				RENDER_TIMESTAMP("> Render DirectionalLight2D Shadows");
				
				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);