### 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)
sorted_active_viewports_dirty = false;
	}
	HashMap<DisplayServer::WindowID, Vector<BlitToScreen>> blit_to_screen_list;
	
	RENDER_TIMESTAMP("> Render Viewports");
	
	draw_viewports_pass++;
	for (int i = sorted_active_viewports.size() - 1; i >= 0; i--) { 
		Viewport *vp = sorted_active_viewports[i];
		if (vp->update_mode == RS::VIEWPORT_UPDATE_DISABLED) {
			continue;
		}
		if (!vp->render_target.is_valid()) {
			continue;
		}
		
		bool visible = vp->viewport_to_screen_rect != Rect2();
		if (vp->use_xr) {
			if (xr_interface.is_valid()) {
				
				visible = true;
				
				Size2 xr_size = xr_interface->get_render_target_size();
				_viewport_set_size(vp, xr_size.width, xr_size.height, xr_interface->get_view_count());
			} else {
				
				visible = false;
				vp->size = Size2();
			}
		} else {