### 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)

Control *over = gui_find_control(pos);
			if (over) {
				gui.touch_focus[touch_index] = over->get_instance_id();
				bool stopped = false;
				if (over->can_process()) {
					touch_event = touch_event->xformed_by(Transform2D()); 
					pos = over->get_global_transform_with_canvas().affine_inverse().xform(pos);
					touch_event->set_position(pos);
					stopped = _gui_call_input(over, touch_event);
				}
				if (stopped) {
					set_input_as_handled();
				}
				return;
			}
		} else {
			bool stopped = false;
			ObjectID control_id = gui.touch_focus[touch_index];
			Control *over = control_id.is_valid() ? Object::cast_to<Control>(ObjectDB::get_instance(control_id)) : nullptr;
			if (over && over->can_process()) {
				touch_event = touch_event->xformed_by(Transform2D()); 
				pos = gui.last_mouse_focus->get_global_transform_with_canvas().affine_inverse().xform(pos);
				touch_event->set_position(pos);
				stopped = _gui_call_input(over, touch_event);
			}
			if (stopped) {
				set_input_as_handled();
			}
			gui.touch_focus.erase(touch_index);
			return;