### 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<InputEventScreenTouch> st = ev;
		if (st.is_valid()) {
			pos = st->get_position();
		}
		if (ss2d) {
			
			uint64_t frame = get_tree()->get_frame();
			PhysicsDirectSpaceState2D::ShapeResult res[64];
			for (const CanvasLayer *E : canvas_layers) {
				Transform2D canvas_layer_transform;
				ObjectID canvas_layer_id;
				if (E) {
					
					canvas_layer_transform = E->get_final_transform();
					canvas_layer_id = E->get_instance_id();
				} else {
					
					canvas_layer_transform = get_canvas_transform();
					canvas_layer_id = ObjectID();
				}
				Vector2 point = canvas_layer_transform.affine_inverse().xform(pos);
				PhysicsDirectSpaceState2D::PointParameters point_params;
				point_params.position = point;
				point_params.canvas_instance_id = canvas_layer_id;
				point_params.collide_with_areas = true;
				point_params.pick_point = true;
				int rc = ss2d->intersect_point(point_params, res, 64);
				if (physics_object_picking_sort) {
					struct ComparatorCollisionObjects {
						bool operator()(const PhysicsDirectSpaceState2D::ShapeResult &p_a, const PhysicsDirectSpaceState2D::ShapeResult &p_b) const {