### 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)
Control *over = gui_find_control(pos);
			if (over) {
				gui.touch_focus[touch_index] = over->get_instance_id();
				bool stopped = false;
				if (over->can_process()) {
					touch_event = touch_event->xformed_by(Transform2D()); 
					pos = over->get_global_transform_with_canvas().affine_inverse().xform(pos);
					touch_event->set_position(pos);
					stopped = _gui_call_input(over, touch_event);
				}
				if (stopped) {
					set_input_as_handled();
				}
				return;
			}
		} else {
			bool stopped = false;
			ObjectID control_id = gui.touch_focus[touch_index];
			Control *over = control_id.is_valid() ? Object::cast_to<Control>(ObjectDB::get_instance(control_id)) : nullptr;
			if (over && over->can_process()) {
				touch_event = touch_event->xformed_by(Transform2D()); 
				pos = over->get_global_transform_with_canvas().affine_inverse().xform(pos);
				touch_event->set_position(pos);
				stopped = _gui_call_input(over, touch_event);
			}
			if (stopped) {
				set_input_as_handled();
			}
			gui.touch_focus.erase(touch_index);
			return;