### 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)
RSG::texture_storage->set_default_clear_color(p_color);
}
void RendererViewport::viewport_set_canvas_cull_mask(RID p_viewport, uint32_t p_canvas_cull_mask) {
	Viewport *viewport = viewport_owner.get_or_null(p_viewport);
	ERR_FAIL_COND(!viewport);
	viewport->canvas_cull_mask = p_canvas_cull_mask;
}
void RendererViewport::call_set_vsync_mode(DisplayServer::VSyncMode p_mode, DisplayServer::WindowID p_window) {
	DisplayServer::get_singleton()->window_set_vsync_mode(p_mode, p_window);
}
int RendererViewport::get_total_objects_drawn() const {
	return total_objects_drawn;
}
int RendererViewport::get_total_vertices_drawn() const {
	return total_vertices_drawn;
}
int RendererViewport::get_total_draw_calls_used() const {
	return total_draw_calls_used;
}
RendererViewport::RendererViewport() {
	occlusion_rays_per_thread = GLOBAL_GET("rendering/occlusion_culling/occlusion_rays_per_thread");
}