### 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));
	WindowData &wd = windows[p_window];
	if (p_active) {
		ImmAssociateContext(wd.hWnd, wd.im_himc);
		window_set_ime_position(wd.im_position, p_window);
	} else {
		ImmAssociateContext(wd.hWnd, (HIMC)0);
	}
}
void DisplayServerWindows::window_set_ime_position(const Point2i &p_pos, WindowID p_window) {
	_THREAD_SAFE_METHOD_
	ERR_FAIL_COND(!windows.has(p_window));
	WindowData &wd = windows[p_window];
	wd.im_position = p_pos;
	HIMC himc = ImmGetContext(wd.hWnd);
	if (himc == (HIMC)0) {
		return;
	}
	COMPOSITIONFORM cps;
	cps.dwStyle = CFS_FORCE_POSITION;
	cps.ptCurrentPos.x = wd.im_position.x;
	cps.ptCurrentPos.y = wd.im_position.y;
	ImmSetCompositionWindow(himc, &cps);
	ImmReleaseContext(wd.hWnd, himc);
}
void DisplayServerWindows::cursor_set_shape(CursorShape p_shape) {