### 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)

gui.key_event_accepted = true;
	if (is_inside_tree()) {
		set_input_as_handled();
	}
}
void Viewport::_drop_mouse_over() {
	if (gui.mouse_over) {
		_gui_call_notification(gui.mouse_over, Control::NOTIFICATION_MOUSE_EXIT);
		gui.mouse_over = nullptr;
	}
}
void Viewport::_drop_mouse_focus() {
	Control *c = gui.mouse_focus;
	BitField<MouseButtonMask> mask = gui.mouse_focus_mask;
	gui.mouse_focus = nullptr;
	gui.forced_mouse_focus = false;
	gui.mouse_focus_mask.clear();
	for (int i = 0; i < 3; i++) {
		if ((int)mask & (1 << i)) {
			Ref<InputEventMouseButton> mb;
			mb.instantiate();
			mb->set_position(c->get_local_mouse_position());
			mb->set_global_position(c->get_local_mouse_position());
			mb->set_button_index(MouseButton(i + 1));
			mb->set_pressed(false);
			c->_call_gui_input(mb);
		}
	}
}
void Viewport::_drop_physics_mouseover(bool p_paused_only) {