### 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)

_set_size(p_size, _get_size_2d_override(), Rect2i(), _stretch_transform(), true);
	SubViewportContainer *c = Object::cast_to<SubViewportContainer>(get_parent());
	if (c) {
		c->update_minimum_size();
	}
}
Size2i SubViewport::get_size() const {
	return _get_size();
}
void SubViewport::set_size_2d_override(const Size2i &p_size) {
	_set_size(_get_size(), p_size, Rect2i(), _stretch_transform(), true);
}
Size2i SubViewport::get_size_2d_override() const {
	return _get_size_2d_override();
}
void SubViewport::set_size_2d_override_stretch(bool p_enable) {
	if (p_enable == size_2d_override_stretch) {
		return;
	}
	size_2d_override_stretch = p_enable;
	_set_size(_get_size(), _get_size_2d_override(), Rect2i(), _stretch_transform(), true);
}
bool SubViewport::is_size_2d_override_stretch_enabled() const {