### 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 (Input::get_singleton()->get_mouse_mode() != Input::MOUSE_MODE_CAPTURED &&
				(Object::cast_to<InputEventMouseButton>(*ev) ||
						Object::cast_to<InputEventMouseMotion>(*ev) ||
						Object::cast_to<InputEventScreenDrag>(*ev) ||
						Object::cast_to<InputEventScreenTouch>(*ev) ||
						Object::cast_to<InputEventKey>(*ev) 
						)) {
			physics_picking_events.push_back(ev);
		}
	}
}
void Viewport::set_physics_object_picking(bool p_enable) {
	physics_object_picking = p_enable;
	if (physics_object_picking) {
		add_to_group("_picking_viewports");
	} else {
		physics_picking_events.clear();
		if (is_in_group("_picking_viewports")) {
			remove_from_group("_picking_viewports");
		}
	}
}
bool Viewport::get_physics_object_picking() {
	return physics_object_picking;
}
Vector2 Viewport::get_camera_coords(const Vector2 &p_viewport_coords) const {
	Transform2D xf = get_final_transform();
	return xf.xform(p_viewport_coords);
}
Vector2 Viewport::get_camera_rect_size() const {