### 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)

if (Object::cast_to<InputEventKey>(*p_event) != nullptr || Object::cast_to<InputEventShortcut>(*p_event) != nullptr || Object::cast_to<InputEventJoypadButton>(*p_event) != nullptr) {
		get_tree()->_call_input_pause(shortcut_input_group, SceneTree::CALL_INPUT_TYPE_SHORTCUT_INPUT, p_event, this);
	}
	
	if (!is_input_handled()) {
		get_tree()->_call_input_pause(unhandled_input_group, SceneTree::CALL_INPUT_TYPE_UNHANDLED_INPUT, p_event, this);
	}
	
	if (!is_input_handled() && (Object::cast_to<InputEventKey>(*p_event) != nullptr)) {
		get_tree()->_call_input_pause(unhandled_key_input_group, SceneTree::CALL_INPUT_TYPE_UNHANDLED_KEY_INPUT, p_event, this);
	}
	if (physics_object_picking && !is_input_handled()) {
		if (Input::get_singleton()->get_mouse_mode() != Input::MOUSE_MODE_CAPTURED &&
				(Object::cast_to<InputEventMouseButton>(*p_event) ||
						Object::cast_to<InputEventMouseMotion>(*p_event) ||
						Object::cast_to<InputEventScreenDrag>(*p_event) ||
						Object::cast_to<InputEventScreenTouch>(*p_event) ||
						Object::cast_to<InputEventKey>(*p_event) 
						)) {
			physics_picking_events.push_back(p_event);
			set_input_as_handled();
		}
	}
}
void Viewport::set_physics_object_picking(bool p_enable) {