### 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)
Rect2 swrect = Rect2i(sw->get_position(), sw->get_size());
					if (!sw->get_flag(Window::FLAG_BORDERLESS)) {
						int title_height = sw->get_theme_constant(SNAME("title_height"));
						swrect.position.y -= title_height;
						swrect.size.y += title_height;
					}
					if (swrect.has_point(viewport_pos)) {
						viewport_under = sw;
						viewport_pos -= sw->get_position();
					}
				}
				if (!viewport_under) {
					
					viewport_under = embedder;
				}
			} else {
				
				Vector2i screen_mouse_pos = DisplayServer::get_singleton()->mouse_get_position();
				DisplayServer::WindowID window_id = DisplayServer::get_singleton()->get_window_at_screen_position(screen_mouse_pos);
				if (window_id != DisplayServer::INVALID_WINDOW_ID) {
					ObjectID object_under = DisplayServer::get_singleton()->window_get_attached_instance_id(window_id);
					if (object_under != ObjectID()) { 
						Window *w = Object::cast_to<Window>(ObjectDB::get_instance(object_under));
						if (w) {
							viewport_under = w;
							viewport_pos = screen_mouse_pos - w->get_position();
						}
					}
				}
			}