### 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 (p_use_own_world_3d == own_world_3d.is_valid()) {
		return;
	}
	if (is_inside_tree()) {
		_propagate_exit_world_3d(this);
	}
	if (p_use_own_world_3d) {
		if (world_3d.is_valid()) {
			own_world_3d = world_3d->duplicate();
			world_3d->connect(CoreStringNames::get_singleton()->changed, callable_mp(this, &Viewport::_own_world_3d_changed));
		} else {
			own_world_3d = Ref<World3D>(memnew(World3D));
		}
	} else {
		own_world_3d = Ref<World3D>();
		if (world_3d.is_valid()) {
			world_3d->disconnect(CoreStringNames::get_singleton()->changed, callable_mp(this, &Viewport::_own_world_3d_changed));
		}
	}
	if (is_inside_tree()) {
		_propagate_enter_world_3d(this);
	}
	if (is_inside_tree()) {
		RenderingServer::get_singleton()->viewport_set_scenario(viewport, find_world_3d()->get_scenario());
	}
	_update_audio_listener_3d();
}
bool Viewport::is_using_own_world_3d() const {