### 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)

}
		BitField<MouseButtonMask> mask = gui.mouse_focus_mask;
		Point2 click = gui.mouse_focus->get_global_transform_with_canvas().affine_inverse().xform(gui.last_mouse_pos);
		for (int i = 0; i < 3; i++) {
			if ((int)mask & (1 << i)) {
				Ref<InputEventMouseButton> mb;
				mb.instantiate();
				
				mb->set_position(click);
				mb->set_button_index(MouseButton(i + 1));
				mb->set_pressed(false);
				gui.mouse_focus->_call_gui_input(mb);
			}
		}
		gui.mouse_focus = focus_grabber;
		click = gui.mouse_focus->get_global_transform_with_canvas().affine_inverse().xform(gui.last_mouse_pos);
		for (int i = 0; i < 3; i++) {
			if ((int)mask & (1 << i)) {
				Ref<InputEventMouseButton> mb;
				mb.instantiate();
				
				mb->set_position(click);
				mb->set_button_index(MouseButton(i + 1));
				mb->set_pressed(true);
				MessageQueue::get_singleton()->push_callable(callable_mp(gui.mouse_focus, &Control::_call_gui_input), mb);
			}
		}
	}
}
void Viewport::push_text_input(const String &p_text) {