### 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)

if (!app_focused) {
				if (OS::get_singleton()->get_main_loop()) {
					OS::get_singleton()->get_main_loop()->notification(MainLoop::NOTIFICATION_APPLICATION_FOCUS_IN);
				}
				app_focused = true;
			}
		} break;
		case WM_KILLFOCUS: {
			windows[window_id].window_has_focus = false;
			last_focused_window = window_id;
			
			ReleaseCapture();
			
			for (const KeyValue<int, Vector2> &E : touch_state) {
				_touch_event(window_id, false, E.value.x, E.value.y, E.key);
			}
			touch_state.clear();
			bool self_steal = false;
			HWND new_hwnd = (HWND)wParam;
			if (IsWindow(new_hwnd)) {
				self_steal = true;
			}
			if (!self_steal) {
				if (OS::get_singleton()->get_main_loop()) {
					OS::get_singleton()->get_main_loop()->notification(MainLoop::NOTIFICATION_APPLICATION_FOCUS_OUT);
				}
				app_focused = false;
			}
		} break;
		case WM_ACTIVATE: {