### 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)

return; 
		}
		gui.subwindow_focused->_event_callback(DisplayServer::WINDOW_EVENT_FOCUS_OUT);
		gui.subwindow_drag = SUB_WINDOW_DRAG_DISABLED;
	} else {
		Window *this_window = Object::cast_to<Window>(this);
		if (this_window) {
			this_window->_event_callback(DisplayServer::WINDOW_EVENT_FOCUS_OUT);
		}
	}
	Window *old_focus = gui.subwindow_focused;
	gui.subwindow_focused = p_window;
	gui.subwindow_focused->_event_callback(DisplayServer::WINDOW_EVENT_FOCUS_IN);
	{ 
		SubWindow sw = gui.sub_windows[index];
		gui.sub_windows.remove_at(index);
		gui.sub_windows.push_back(sw);
		index = gui.sub_windows.size() - 1;
		_sub_window_update_order();
	}
	if (old_focus) {
		_sub_window_update(old_focus);
	}
	_sub_window_update(p_window);
}
void Viewport::_sub_window_remove(Window *p_window) {
	int index = _sub_window_find(p_window);
	ERR_FAIL_COND(index == -1);
	ERR_FAIL_NULL(RenderingServer::get_singleton());
	RS::get_singleton()->free(gui.sub_windows[index].canvas_item);