### 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)

if (o) {
			CollisionObject2D *co = Object::cast_to<CollisionObject2D>(o);
			if (co && co->is_inside_tree()) {
				if (p_clean_all_frames && p_paused_only && co->can_process()) {
					continue;
				}
				co->_mouse_shape_exit(E.key.second);
			}
		}
		shapes_to_erase.push_back(E.key);
	}
	while (shapes_to_erase.size()) {
		physics_2d_shape_mouseover.erase(shapes_to_erase.front()->get());
		shapes_to_erase.pop_front();
	}
}
void Viewport::_gui_grab_click_focus(Control *p_control) {
	gui.mouse_click_grabber = p_control;
	call_deferred(SNAME("_post_gui_grab_click_focus"));
}
void Viewport::_post_gui_grab_click_focus() {
	Control *focus_grabber = gui.mouse_click_grabber;
	if (!focus_grabber) {
		
		return;
	}
	gui.mouse_click_grabber = nullptr;
	if (gui.mouse_focus) {
		if (gui.mouse_focus == focus_grabber) {
			return;