### 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)
for (RendererCanvasRender::LightOccluderInstance *F : canvas->occluders) {
						if (!F->enabled) {
							continue;
						}
						F->xform_cache = xf * F->xform;
						Transform2D localizer = F->xform_cache.affine_inverse();
						for (int j = 0; j < point_count; j++) {
							xf_points[j] = localizer.xform(points[j]);
						}
						if (F->aabb_cache.intersects_filled_polygon(xf_points, point_count)) {
							F->next = occluders;
							occluders = F;
						}
					}
				}
				RSG::canvas_render->light_update_directional_shadow(light->light_internal, shadow_count++, light->xform_cache, light->item_shadow_mask, cull_distance, clip_rect, occluders);
				light = light->shadows_next_ptr;
			}
			RENDER_TIMESTAMP("< Render DirectionalLight2D Shadows");
		}
		if (scenario_draw_canvas_bg && canvas_map.begin() && canvas_map.begin()->key.get_layer() > scenario_canvas_max_layer) {
			
			
			RSG::texture_storage->render_target_do_clear_request(p_viewport->render_target);
			if (!can_draw_3d) {
				RSG::scene->render_empty_scene(p_viewport->render_buffers, p_viewport->scenario, p_viewport->shadow_atlas);
			} else {
				_draw_3d(p_viewport);
			}
			scenario_draw_canvas_bg = false;