### 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)

switch (uMsg) {
		case WM_GETMINMAXINFO: {
			
			
			
		} break;
		case WM_NCCREATE: {
			
			
			CREATESTRUCTW *pCreate = (CREATESTRUCTW *)lParam;
			WindowData *pWindowData = reinterpret_cast<WindowData *>(pCreate->lpCreateParams);
			
			pWindowData->hWnd = hWnd;
		} break;
		default: {
			
			
			
			ERR_PRINT_ONCE(vformat("Unexpected window message 0x%x received for window we cannot recognize in our collection; sequence error.", uMsg));
		} break;
	}
	if (user_proc) {
		return CallWindowProcW(user_proc, hWnd, uMsg, wParam, lParam);
	}
	return DefWindowProcW(hWnd, uMsg, wParam, lParam);
}
LRESULT DisplayServerWindows::WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) {