### 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)

return camera_3d_override;
}
void Viewport::set_camera_3d_override_transform(const Transform3D &p_transform) {
	if (camera_3d_override) {
		camera_3d_override.transform = p_transform;
		RenderingServer::get_singleton()->camera_set_transform(camera_3d_override.rid, p_transform);
	}
}
Transform3D Viewport::get_camera_3d_override_transform() const {
	if (camera_3d_override) {
		return camera_3d_override.transform;
	}
	return Transform3D();
}
Ref<World3D> Viewport::get_world_3d() const {
	return world_3d;
}
Ref<World3D> Viewport::find_world_3d() const {
	if (own_world_3d.is_valid()) {
		return own_world_3d;
	} else if (world_3d.is_valid()) {
		return world_3d;
	} else if (parent) {
		return parent->find_world_3d();
	} else {
		return Ref<World3D>();
	}
}
void Viewport::set_world_3d(const Ref<World3D> &p_world_3d) {