### Godot version

4.1.dev 2e273f0e35800f2bcc7c05db54100caa97928f69

### System information

macOS 13.4

### Issue description

Removing a SpinBox from the node tree using `remove_child` during the line edit text submit signal will crash the engine.

```
handle_crash: Program crashed with signal 11
Engine version: Godot Engine v4.1.dev.custom_build (2e273f0e35800f2bcc7c05db54100caa97928f69)
Dumping the backtrace. Please include this when reporting the bug to the project developer.
[1] 1   libsystem_platform.dylib            0x0000000183b5aa24 _sigtramp + 56
[2] Viewport::gui_get_focus_owner() (in godot.macos.editor.arm64) + 32
[3] SpinBox::_line_edit_focus_exit() (in godot.macos.editor.arm64) + 28
[4] CallQueue::_call_function(Callable const&, Variant const*, int, bool) (in godot.macos.editor.arm64) + 336
[5] CallQueue::flush() (in godot.macos.editor.arm64) + 908
[6] SceneTree::physics_process(double) (in godot.macos.editor.arm64) + 244
[7] Main::iteration() (in godot.macos.editor.arm64) + 528
```

### Steps to reproduce

Open the minimal reproduction project, click on the SpinBox, press enter, and the engine crashes.

### Minimal reproduction project

[SpinBoxTextSubmitCrash.zip](https://github.com/godotengine/godot/files/11631081/SpinBoxTextSubmitCrash.zip)

}
	}
	Ref<InputEventGesture> gesture_event = p_event;
	if (gesture_event.is_valid()) {
		gui.key_event_accepted = false;
		_gui_cancel_tooltip();
		Size2 pos = gesture_event->get_position();
		Control *over = gui_find_control(pos);
		if (over) {
			bool stopped = false;
			if (over->can_process()) {
				gesture_event = gesture_event->xformed_by(Transform2D()); 
				pos = over->get_global_transform_with_canvas().affine_inverse().xform(pos);
				gesture_event->set_position(pos);
				stopped = _gui_call_input(over, gesture_event);
			}
			if (stopped) {
				set_input_as_handled();
			}
			return;
		}
	}
	Ref<InputEventScreenDrag> drag_event = p_event;
	if (drag_event.is_valid()) {
		const int drag_event_index = drag_event->get_index();
		ObjectID control_id = gui.touch_focus[drag_event_index];
		Control *over = control_id.is_valid() ? Object::cast_to<Control>(ObjectDB::get_instance(control_id)) : nullptr;
		if (!over) {
			over = gui_find_control(drag_event->get_position());
		}