### 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)

capture_object = Object::cast_to<CollisionObject3D>(ObjectDB::get_instance(physics_object_capture));
			if (!capture_object || !camera_3d || (mb.is_valid() && mb->get_button_index() == MouseButton::LEFT && !mb->is_pressed())) {
				physics_object_capture = ObjectID();
			}
		}
		if (pos == last_pos) {
			if (last_id.is_valid()) {
				if (ObjectDB::get_instance(last_id) && last_object) {
					
					_collision_object_3d_input_event(last_object, camera_3d, ev, result.position, result.normal, result.shape);
					if (last_object->get_capture_input_on_drag() && mb.is_valid() && mb->get_button_index() == MouseButton::LEFT && mb->is_pressed()) {
						physics_object_capture = last_id;
					}
				}
			}
		} else {
			if (camera_3d) {
				Vector3 from = camera_3d->project_ray_origin(pos);
				Vector3 dir = camera_3d->project_ray_normal(pos);
				real_t far = camera_3d->far;
				PhysicsDirectSpaceState3D *space = PhysicsServer3D::get_singleton()->space_get_direct_state(find_world_3d()->get_space());
				if (space) {
					PhysicsDirectSpaceState3D::RayParameters ray_params;
					ray_params.from = from;
					ray_params.to = from + dir * far;
					ray_params.collide_with_areas = true;
					ray_params.pick_ray = true;
					bool col = space->intersect_ray(ray_params, result);
					ObjectID new_collider;
					CollisionObject3D *co = col ? Object::cast_to<CollisionObject3D>(result.collider) : nullptr;