### 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)

bool has_mouse_event = false;
		for (const Ref<InputEvent> &m : physics_picking_events) {
			if (m.is_valid()) {
				has_mouse_event = true;
				break;
			}
		}
		if (!has_mouse_event) {
			Ref<InputEventMouseMotion> mm;
			mm.instantiate();
			mm->set_device(InputEvent::DEVICE_ID_INTERNAL);
			mm->set_global_position(physics_last_mousepos);
			mm->set_position(physics_last_mousepos);
			mm->set_alt_pressed(physics_last_mouse_state.alt);
			mm->set_shift_pressed(physics_last_mouse_state.shift);
			mm->set_ctrl_pressed(physics_last_mouse_state.control);
			mm->set_meta_pressed(physics_last_mouse_state.meta);
			mm->set_button_mask(physics_last_mouse_state.mouse_mask);
			physics_picking_events.push_back(mm);
		}
	}
	while (physics_picking_events.size()) {
		Ref<InputEvent> ev = physics_picking_events.front()->get();
		physics_picking_events.pop_front();
		Vector2 pos;
		bool is_mouse = false;
		Ref<InputEventMouseMotion> mm = ev;
		if (mm.is_valid()) {
			pos = mm->get_position();