### Godot version

v4.0.beta9.official [e780dc332]

### System information

macOS Ventura 13.0.1 (Intel), Radeon Pro 580 8 GB

### Issue description

When setting the size of a SubViewport (that is inside the corresponding SubViewportContainer) to zero, the editor crashes instantly.

**But it only happens when I set the size of the SubViewport by sliding the values.**

You can see what happens in this video:


https://user-images.githubusercontent.com/91340577/209363880-503d3dff-80e1-4e9e-bb57-d059fdbfeed0.mp4

At the end of the video you can see the crash message of macOS reading: _Godot quit unexpectedly._

If I write the number zero (or any negative) to the values of the SubViewport size, the crash doesn't happens.

### Steps to reproduce

1. Add a SubViewportContainer
2. Add a SubViewport as a child of the SubViewportContainer
3. Set the size of the SubViewport to zero **by sliding** the X or the Y value.

### Minimal reproduction project

1. Open the project
2. Go to the Control.tscn scene
3. Select the SubViewport node
4. Slide the X or Y values of the size to zero

[SubViewportCrash.zip](https://github.com/godotengine/godot/files/10296101/SubViewportCrash.zip)
ERR_FAIL_COND_MSG(p_repeat == RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT, "Viewport does not accept DEFAULT as texture repeat (it's the topmost choice already).)");
	Viewport *viewport = viewport_owner.get_or_null(p_viewport);
	ERR_FAIL_COND(!viewport);
	viewport->texture_repeat = p_repeat;
}
void RendererViewport::viewport_set_sdf_oversize_and_scale(RID p_viewport, RS::ViewportSDFOversize p_size, RS::ViewportSDFScale p_scale) {
	Viewport *viewport = viewport_owner.get_or_null(p_viewport);
	ERR_FAIL_COND(!viewport);
	RSG::texture_storage->render_target_set_sdf_size_and_scale(viewport->render_target, p_size, p_scale);
}
RID RendererViewport::viewport_find_from_screen_attachment(DisplayServer::WindowID p_id) const {
	RID *rids = nullptr;
	uint32_t rid_count = viewport_owner.get_rid_count();
	rids = (RID *)alloca(sizeof(RID *) * rid_count);
	viewport_owner.fill_owned_buffer(rids);
	for (uint32_t i = 0; i < rid_count; i++) {
		Viewport *viewport = viewport_owner.get_or_null(rids[i]);
		if (viewport->viewport_to_screen == p_id) {
			return rids[i];
		}
	}
	return RID();
}
void RendererViewport::viewport_set_vrs_mode(RID p_viewport, RS::ViewportVRSMode p_mode) {
	Viewport *viewport = viewport_owner.get_or_null(p_viewport);
	ERR_FAIL_COND(!viewport);
	RSG::texture_storage->render_target_set_vrs_mode(viewport->render_target, p_mode);
	_configure_3d_render_buffers(viewport);
}
void RendererViewport::viewport_set_vrs_texture(RID p_viewport, RID p_texture) {