### Godot version

0ddd9c3e8f9088fa139e25b2903289d727073e12

### System information

arch linux, google pixel 6

### Issue description

I've found that Android builds of projects are crashing when a touch release event occurs. This issue is only present when the `emulate_mouse_from_touch` setting is set to `false` in the project's settings, and a control node is present in the scene.

Expected result:

The touch release event should be registered without any crashes.

Actual result:

The android build crashes when a touch release event occurs.

### Steps to reproduce

- Create a new project
- Set `emulate_mouse_from_touch` setting to `false`
- Add a button to the main scene
- Build the project for android
- Run the project on android device
- Touch and release on the screen

### Minimal reproduction project

[android-touch-release-crash.zip](https://github.com/godotengine/godot/files/10432336/android-touch-release-crash.zip)

ClassDB::bind_method(D_METHOD("set_input_as_handled"), &Viewport::set_input_as_handled);
	ClassDB::bind_method(D_METHOD("is_input_handled"), &Viewport::is_input_handled);
	ClassDB::bind_method(D_METHOD("set_handle_input_locally", "enable"), &Viewport::set_handle_input_locally);
	ClassDB::bind_method(D_METHOD("is_handling_input_locally"), &Viewport::is_handling_input_locally);
	ClassDB::bind_method(D_METHOD("set_default_canvas_item_texture_filter", "mode"), &Viewport::set_default_canvas_item_texture_filter);
	ClassDB::bind_method(D_METHOD("get_default_canvas_item_texture_filter"), &Viewport::get_default_canvas_item_texture_filter);
	ClassDB::bind_method(D_METHOD("set_embedding_subwindows", "enable"), &Viewport::set_embedding_subwindows);
	ClassDB::bind_method(D_METHOD("is_embedding_subwindows"), &Viewport::is_embedding_subwindows);
	ClassDB::bind_method(D_METHOD("set_canvas_cull_mask", "mask"), &Viewport::set_canvas_cull_mask);
	ClassDB::bind_method(D_METHOD("get_canvas_cull_mask"), &Viewport::get_canvas_cull_mask);
	ClassDB::bind_method(D_METHOD("set_canvas_cull_mask_bit", "layer", "enable"), &Viewport::set_canvas_cull_mask_bit);
	ClassDB::bind_method(D_METHOD("get_canvas_cull_mask_bit", "layer"), &Viewport::get_canvas_cull_mask_bit);
	ClassDB::bind_method(D_METHOD("set_default_canvas_item_texture_repeat", "mode"), &Viewport::set_default_canvas_item_texture_repeat);
	ClassDB::bind_method(D_METHOD("get_default_canvas_item_texture_repeat"), &Viewport::get_default_canvas_item_texture_repeat);
	ClassDB::bind_method(D_METHOD("set_sdf_oversize", "oversize"), &Viewport::set_sdf_oversize);
	ClassDB::bind_method(D_METHOD("get_sdf_oversize"), &Viewport::get_sdf_oversize);
	ClassDB::bind_method(D_METHOD("set_sdf_scale", "scale"), &Viewport::set_sdf_scale);
	ClassDB::bind_method(D_METHOD("get_sdf_scale"), &Viewport::get_sdf_scale);
	ClassDB::bind_method(D_METHOD("set_mesh_lod_threshold", "pixels"), &Viewport::set_mesh_lod_threshold);
	ClassDB::bind_method(D_METHOD("get_mesh_lod_threshold"), &Viewport::get_mesh_lod_threshold);
	ClassDB::bind_method(D_METHOD("_process_picking"), &Viewport::_process_picking);
#ifndef _3D_DISABLED
	ClassDB::bind_method(D_METHOD("set_world_3d", "world_3d"), &Viewport::set_world_3d);
	ClassDB::bind_method(D_METHOD("get_world_3d"), &Viewport::get_world_3d);
	ClassDB::bind_method(D_METHOD("find_world_3d"), &Viewport::find_world_3d);
	ClassDB::bind_method(D_METHOD("set_use_own_world_3d", "enable"), &Viewport::set_use_own_world_3d);
	ClassDB::bind_method(D_METHOD("is_using_own_world_3d"), &Viewport::is_using_own_world_3d);
	ClassDB::bind_method(D_METHOD("get_camera_3d"), &Viewport::get_camera_3d);
	ClassDB::bind_method(D_METHOD("set_as_audio_listener_3d", "enable"), &Viewport::set_as_audio_listener_3d);
	ClassDB::bind_method(D_METHOD("is_audio_listener_3d"), &Viewport::is_audio_listener_3d);