### 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)

r.size.x += diff.x;
					} break;
					case SUB_WINDOW_RESIZE_BOTTOM_LEFT: {
						diff.x = MIN(diff.x, limit.x);
						diff.y = MAX(diff.y, -limit.y);
						r.position.x += diff.x;
						r.size.x -= diff.x;
						r.size.y += diff.y;
					} break;
					case SUB_WINDOW_RESIZE_BOTTOM: {
						diff.y = MAX(diff.y, -limit.y);
						r.size.y += diff.y;
					} break;
					case SUB_WINDOW_RESIZE_BOTTOM_RIGHT: {
						diff.x = MAX(diff.x, -limit.x);
						diff.y = MAX(diff.y, -limit.y);
						r.size += diff;
					} break;
					default: {
					}
				}
				Size2i max_size = gui.subwindow_focused->get_max_size();
				if ((max_size.x > 0 || max_size.y > 0) && (max_size.x >= min_size.x && max_size.y >= min_size.y)) {
					max_size.x = MAX(max_size.x, 1);
					max_size.y = MAX(max_size.y, 1);
					if (r.size.x > max_size.x) {
						r.size.x = max_size.x;
					}
					if (r.size.y > max_size.y) {
						r.size.y = max_size.y;