### Godot version

4.0

### System information

Windows 11

### Issue description

So on my monitor with 2560x1440 resolution retrieved by the `DisplayServer.get_window_size` method shows 2562x1442, which I think is incorrect. A similar result returned by `get_viewport().size`. But it's become correct if the `Resizable` property is turned on.

![image](https://user-images.githubusercontent.com/3036176/212492776-5c09b12e-d25a-4951-8392-54f5a5e3bece.png)


### Steps to reproduce

Create the project, add a label to observe the resolution text, set the full-screen mode in the project settings, toggle off the `Resizable` property, and run the project.

### Minimal reproduction project

[TestResolution.zip](https://github.com/godotengine/godot/files/10418682/TestResolution.zip)

k->set_unicode(0);
					}
					Input::get_singleton()->parse_input_event(k);
				} else {
					
				}
			} break;
			case WM_KEYUP:
			case WM_KEYDOWN: {
				Ref<InputEventKey> k;
				k.instantiate();
				k->set_window_id(ke.window_id);
				k->set_shift_pressed(ke.shift);
				k->set_alt_pressed(ke.alt);
				k->set_ctrl_pressed(ke.control);
				k->set_meta_pressed(ke.meta);
				k->set_pressed(ke.uMsg == WM_KEYDOWN);
				if ((ke.lParam & (1 << 24)) && (ke.wParam == VK_RETURN)) {
					
					k->set_keycode(Key::KP_ENTER);
				} else {
					k->set_keycode((Key)KeyMappingWindows::get_keysym(ke.wParam));
				}
				k->set_physical_keycode((Key)(KeyMappingWindows::get_scansym((ke.lParam >> 16) & 0xFF, ke.lParam & (1 << 24))));
				if (i + 1 < key_event_pos && key_event_buffer[i + 1].uMsg == WM_CHAR) {
					char32_t unicode = key_event_buffer[i + 1].wParam;
					static char32_t prev_wck = 0;
					if ((unicode & 0xfffffc00) == 0xd800) {
						if (prev_wck != 0) {
							ERR_PRINT("invalid utf16 surrogate input");