### 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)

for (int i = 0; i < gui.sub_windows.size(); i++) {
		RS::get_singleton()->canvas_item_set_draw_index(gui.sub_windows[i].canvas_item, i);
	}
}
void Viewport::_sub_window_register(Window *p_window) {
	ERR_FAIL_COND(!is_inside_tree());
	for (int i = 0; i < gui.sub_windows.size(); i++) {
		ERR_FAIL_COND(gui.sub_windows[i].window == p_window);
	}
	if (gui.sub_windows.size() == 0) {
		subwindow_canvas = RS::get_singleton()->canvas_create();
		RS::get_singleton()->viewport_attach_canvas(viewport, subwindow_canvas);
		RS::get_singleton()->viewport_set_canvas_stacking(viewport, subwindow_canvas, SUBWINDOW_CANVAS_LAYER, 0);
	}
	SubWindow sw;
	sw.canvas_item = RS::get_singleton()->canvas_item_create();
	RS::get_singleton()->canvas_item_set_parent(sw.canvas_item, subwindow_canvas);
	sw.window = p_window;
	gui.sub_windows.push_back(sw);
	_sub_window_grab_focus(p_window);
	RenderingServer::get_singleton()->viewport_set_parent_viewport(p_window->viewport, viewport);
}
void Viewport::_sub_window_update(Window *p_window) {
	int index = _sub_window_find(p_window);
	ERR_FAIL_COND(index == -1);
	const SubWindow &sw = gui.sub_windows[index];
	Transform2D pos;
	pos.set_origin(p_window->get_position());