### 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)
cl->filter_next_ptr = directional_lights;
					directional_lights = cl;
					cl->xform_cache = xf * cl->xform;
					cl->xform_cache.columns[2] = Vector2(); 
					if (cl->use_shadow) {
						cl->shadows_next_ptr = directional_lights_with_shadow;
						directional_lights_with_shadow = cl;
					}
					directional_light_count++;
					if (directional_light_count == RS::MAX_2D_DIRECTIONAL_LIGHTS) {
						break;
					}
				}
			}
			canvas_map[Viewport::CanvasKey(E.key, E.value.layer, E.value.sublayer)] = &E.value;
		}
		if (lights_with_shadow) {
			
			RendererCanvasRender::LightOccluderInstance *occluders = nullptr;
			RENDER_TIMESTAMP("> Render PointLight2D Shadows");
			RENDER_TIMESTAMP("Cull LightOccluder2Ds");
			
			for (KeyValue<RID, Viewport::CanvasData> &E : p_viewport->canvas_map) {
				RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value.canvas);
				Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E.value, clip_rect.size);
				for (RendererCanvasRender::LightOccluderInstance *F : canvas->occluders) {
					if (!F->enabled) {
						continue;
					}
					F->xform_cache = xf * F->xform;