### 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)
}
	}
	bool can_draw_3d = RSG::scene->is_camera(p_viewport->camera) && !p_viewport->disable_3d;
	if ((scenario_draw_canvas_bg || can_draw_3d) && !p_viewport->render_buffers.is_valid()) {
		
		p_viewport->render_buffers = RSG::scene->render_buffers_create();
		_configure_3d_render_buffers(p_viewport);
	}
	Color bgcolor = p_viewport->transparent_bg ? Color(0, 0, 0, 0) : RSG::texture_storage->get_default_clear_color();
	if (p_viewport->clear_mode != RS::VIEWPORT_CLEAR_NEVER) {
		RSG::texture_storage->render_target_request_clear(p_viewport->render_target, bgcolor);
		if (p_viewport->clear_mode == RS::VIEWPORT_CLEAR_ONLY_NEXT_FRAME) {
			p_viewport->clear_mode = RS::VIEWPORT_CLEAR_NEVER;
		}
	}
	if (!scenario_draw_canvas_bg && can_draw_3d) {
		_draw_3d(p_viewport);
	}
	if (!p_viewport->disable_2d) {
		RBMap<Viewport::CanvasKey, Viewport::CanvasData *> canvas_map;
		Rect2 clip_rect(0, 0, p_viewport->size.x, p_viewport->size.y);
		RendererCanvasRender::Light *lights = nullptr;
		RendererCanvasRender::Light *lights_with_shadow = nullptr;
		RendererCanvasRender::Light *directional_lights = nullptr;
		RendererCanvasRender::Light *directional_lights_with_shadow = nullptr;
		if (p_viewport->sdf_active) {
			
			Rect2 sdf_rect = RSG::texture_storage->render_target_get_sdf_rect(p_viewport->render_target);
			RendererCanvasRender::LightOccluderInstance *occluders = nullptr;