### 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)
Transform3D object_transform = p_object->get_global_transform();
	Transform3D camera_transform = p_camera->get_global_transform();
	ObjectID id = p_object->get_instance_id();
	
	if (object_transform == physics_last_object_transform && camera_transform == physics_last_camera_transform && physics_last_id == id) {
		Ref<InputEventMouseMotion> mm = p_input_event;
		if (mm.is_valid() && mm->get_device() == InputEvent::DEVICE_ID_INTERNAL) {
			return; 
		}
	}
	p_object->_input_event_call(camera_3d, p_input_event, p_pos, p_normal, p_shape);
	physics_last_object_transform = object_transform;
	physics_last_camera_transform = camera_transform;
	physics_last_id = id;
}
Camera3D *Viewport::get_camera_3d() const {