### 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)

Control *over = gui_find_control(pos);
			if (over) {
				gui.touch_focus[touch_index] = over->get_instance_id();
				bool stopped = false;
				if (over->can_process()) {
					touch_event = touch_event->xformed_by(Transform2D()); 
					pos = over->get_global_transform_with_canvas().affine_inverse().xform(pos);
					touch_event->set_position(pos);
					stopped = _gui_call_input(over, touch_event);
				}
				if (stopped) {
					set_input_as_handled();
				}
				return;
			}
		} else {
			bool stopped = false;
			ObjectID control_id = gui.touch_focus[touch_index];
			Control *over = control_id.is_valid() ? Object::cast_to<Control>(ObjectDB::get_instance(control_id)) : nullptr;
			if (over && over->can_process()) {
				touch_event = touch_event->xformed_by(Transform2D()); 
				pos = over->get_global_transform_with_canvas().affine_inverse().xform(pos);
				touch_event->set_position(pos);
				stopped = _gui_call_input(over, touch_event);
			}
			if (stopped) {
				set_input_as_handled();
			}
			gui.touch_focus.erase(touch_index);
			return;