### 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)

List<ObjectID> to_erase;
	for (const KeyValue<ObjectID, uint64_t> &E : physics_2d_mouseover) {
		if (!p_clean_all_frames && E.value == p_frame_reference) {
			continue;
		}
		Object *o = ObjectDB::get_instance(E.key);
		if (o) {
			CollisionObject2D *co = Object::cast_to<CollisionObject2D>(o);
			if (co && co->is_inside_tree()) {
				if (p_clean_all_frames && p_paused_only && co->can_process()) {
					continue;
				}
				co->_mouse_exit();
			}
		}
		to_erase.push_back(E.key);
	}
	while (to_erase.size()) {
		physics_2d_mouseover.erase(to_erase.front()->get());
		to_erase.pop_front();
	}
	
	List<Pair<ObjectID, int>> shapes_to_erase;
	for (KeyValue<Pair<ObjectID, int>, uint64_t> &E : physics_2d_shape_mouseover) {
		if (!p_clean_all_frames && E.value == p_frame_reference) {
			continue;
		}
		Object *o = ObjectDB::get_instance(E.key.first);