### 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)

if (vrs_mode != VRS_TEXTURE && (p_property.name == "vrs_texture")) {
		p_property.usage = PROPERTY_USAGE_NO_EDITOR;
	}
}
Viewport::Viewport() {
	world_2d = Ref<World2D>(memnew(World2D));
	viewport = RenderingServer::get_singleton()->viewport_create();
	texture_rid = RenderingServer::get_singleton()->viewport_get_texture(viewport);
	default_texture.instantiate();
	default_texture->vp = const_cast<Viewport *>(this);
	viewport_textures.insert(default_texture.ptr());
	default_texture->proxy = RS::get_singleton()->texture_proxy_create(texture_rid);
	canvas_layers.insert(nullptr); // This eases picking code (interpreted as the canvas of the Viewport).
	set_positional_shadow_atlas_size(positional_shadow_atlas_size);
	for (int i = 0; i < 4; i++) {
		positional_shadow_atlas_quadrant_subdiv[i] = SHADOW_ATLAS_QUADRANT_SUBDIV_MAX;
	}
	set_positional_shadow_atlas_quadrant_subdiv(0, SHADOW_ATLAS_QUADRANT_SUBDIV_4);