### 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)
BIND_ENUM_CONSTANT(RENDER_INFO_TYPE_MAX);
	BIND_ENUM_CONSTANT(DEBUG_DRAW_DISABLED);
	BIND_ENUM_CONSTANT(DEBUG_DRAW_UNSHADED);
	BIND_ENUM_CONSTANT(DEBUG_DRAW_LIGHTING);
	BIND_ENUM_CONSTANT(DEBUG_DRAW_OVERDRAW);
	BIND_ENUM_CONSTANT(DEBUG_DRAW_WIREFRAME);
	BIND_ENUM_CONSTANT(DEBUG_DRAW_NORMAL_BUFFER);
	BIND_ENUM_CONSTANT(DEBUG_DRAW_VOXEL_GI_ALBEDO);
	BIND_ENUM_CONSTANT(DEBUG_DRAW_VOXEL_GI_LIGHTING);
	BIND_ENUM_CONSTANT(DEBUG_DRAW_VOXEL_GI_EMISSION);
	BIND_ENUM_CONSTANT(DEBUG_DRAW_SHADOW_ATLAS);
	BIND_ENUM_CONSTANT(DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS);
	BIND_ENUM_CONSTANT(DEBUG_DRAW_SCENE_LUMINANCE);
	BIND_ENUM_CONSTANT(DEBUG_DRAW_SSAO);
	BIND_ENUM_CONSTANT(DEBUG_DRAW_SSIL);
	BIND_ENUM_CONSTANT(DEBUG_DRAW_PSSM_SPLITS);
	BIND_ENUM_CONSTANT(DEBUG_DRAW_DECAL_ATLAS);
	BIND_ENUM_CONSTANT(DEBUG_DRAW_SDFGI);
	BIND_ENUM_CONSTANT(DEBUG_DRAW_SDFGI_PROBES);
	BIND_ENUM_CONSTANT(DEBUG_DRAW_GI_BUFFER);
	BIND_ENUM_CONSTANT(DEBUG_DRAW_DISABLE_LOD);
	BIND_ENUM_CONSTANT(DEBUG_DRAW_CLUSTER_OMNI_LIGHTS);
	BIND_ENUM_CONSTANT(DEBUG_DRAW_CLUSTER_SPOT_LIGHTS);
	BIND_ENUM_CONSTANT(DEBUG_DRAW_CLUSTER_DECALS);
	BIND_ENUM_CONSTANT(DEBUG_DRAW_CLUSTER_REFLECTION_PROBES);
	BIND_ENUM_CONSTANT(DEBUG_DRAW_OCCLUDERS)
	BIND_ENUM_CONSTANT(DEBUG_DRAW_MOTION_VECTORS)
	BIND_ENUM_CONSTANT(DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_NEAREST);
	BIND_ENUM_CONSTANT(DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_LINEAR);
	BIND_ENUM_CONSTANT(DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS);