### 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)

return sdf_scale;
}
Transform2D Viewport::get_screen_transform() const {
	return _get_input_pre_xform().affine_inverse() * get_final_transform();
}
void Viewport::set_canvas_cull_mask(uint32_t p_canvas_cull_mask) {
	canvas_cull_mask = p_canvas_cull_mask;
	RenderingServer::get_singleton()->viewport_set_canvas_cull_mask(viewport, canvas_cull_mask);
}
uint32_t Viewport::get_canvas_cull_mask() const {
	return canvas_cull_mask;
}
void Viewport::set_canvas_cull_mask_bit(uint32_t p_layer, bool p_enable) {
	ERR_FAIL_UNSIGNED_INDEX(p_layer, 32);
	if (p_enable) {
		set_canvas_cull_mask(canvas_cull_mask | (1 << p_layer));
	} else {
		set_canvas_cull_mask(canvas_cull_mask & (~(1 << p_layer)));
	}
}
bool Viewport::get_canvas_cull_mask_bit(uint32_t p_layer) const {
	ERR_FAIL_UNSIGNED_INDEX_V(p_layer, 32, false);
	return (canvas_cull_mask & (1 << p_layer));
}
#ifndef _3D_DISABLED
AudioListener3D *Viewport::get_audio_listener_3d() const {
	return audio_listener_3d;
}
void Viewport::set_as_audio_listener_3d(bool p_enable) {