### 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)

_THREAD_SAFE_METHOD_
	ERR_FAIL_COND(!windows.has(p_window));
	ERR_FAIL_INDEX(p_screen, get_screen_count());
	if (window_get_current_screen(p_window) == p_screen) {
		return;
	}
	const WindowData &wd = windows[p_window];
	if (wd.fullscreen) {
		Point2 pos = screen_get_position(p_screen) + _get_screens_origin();
		Size2 size = screen_get_size(p_screen);
		MoveWindow(wd.hWnd, pos.x, pos.y, size.width, size.height, TRUE);
	} else {
		Rect2i srect = screen_get_usable_rect(p_screen);
		Point2i wpos = window_get_position(p_window) - screen_get_position(window_get_current_screen(p_window));
		Size2i wsize = window_get_size(p_window);
		wpos += srect.position;
		wpos.x = CLAMP(wpos.x, srect.position.x, srect.position.x + srect.size.width - wsize.width / 3);
		wpos.y = CLAMP(wpos.y, srect.position.y, srect.position.y + srect.size.height - wsize.height / 3);
		window_set_position(wpos, p_window);
	}
	
	if (mouse_mode == MOUSE_MODE_CONFINED || mouse_mode == MOUSE_MODE_CONFINED_HIDDEN) {
		RECT crect;
		GetClientRect(wd.hWnd, &crect);
		ClientToScreen(wd.hWnd, (POINT *)&crect.left);
		ClientToScreen(wd.hWnd, (POINT *)&crect.right);
		ClipCursor(&crect);
	}
}
Point2i DisplayServerWindows::window_get_position(WindowID p_window) const {