### 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_V(!windows.has(p_window), Point2i());
	const WindowData &wd = windows[p_window];
	if (wd.minimized) {
		return wd.last_pos;
	}
	RECT r;
	if (GetWindowRect(wd.hWnd, &r)) {
		return Point2i(r.left, r.top) - _get_screens_origin();
	}
	return Point2i();
}
void DisplayServerWindows::_update_real_mouse_position(WindowID p_window) {
	ERR_FAIL_COND(!windows.has(p_window));
	POINT mouse_pos;
	if (GetCursorPos(&mouse_pos) && ScreenToClient(windows[p_window].hWnd, &mouse_pos)) {
		if (mouse_pos.x > 0 && mouse_pos.y > 0 && mouse_pos.x <= windows[p_window].width && mouse_pos.y <= windows[p_window].height) {
			old_x = mouse_pos.x;
			old_y = mouse_pos.y;
			old_invalid = false;
			Input::get_singleton()->set_mouse_position(Point2i(mouse_pos.x, mouse_pos.y));
		}
	}
}
void DisplayServerWindows::window_set_position(const Point2i &p_position, WindowID p_window) {