### Godot version

v4.0.beta12.mono.official [3c9bf4bc2]

### System information

Windows 10, Forward+ (Vulkan), NVIDIA GeForce RTX 3070 (526.98)

### Issue description

The `Initial Screen` select dropdown provides 64 options for monitors when it should only provide options for what is available.  In my case, I'm only using two monitors so there should only be two monitors to choose from (excluding the Primary Monitor option of course).  Screenshot below.

![image](https://user-images.githubusercontent.com/1691061/213066149-b97d3220-9b23-4685-a155-ad2f48f96de3.png)


### Steps to reproduce

The issue appears to occur whether I'm using two monitors or one monitor.

---
1. Open `Project Settings`
2. Go to `Display` > `Window` > `Size`
3. Select the `Initial Screen` dropdown.
4. You will see the `Primary Monitor` option and 64 other monitor options as seen in the screenshot.

### Minimal reproduction project

N/A
return exclusive;
}
bool Window::is_visible() const {
	return visible;
}
void Window::_update_window_size() {
	
	RenderingServer *rendering_server = RenderingServer::get_singleton();
	if (rendering_server) {
		Size2i max_window_size = rendering_server->get_maximum_viewport_size();
		if (max_window_size != Size2i()) {
			size = size.min(max_window_size);
			min_size = min_size.min(max_window_size);
			max_size = max_size.min(max_window_size);
		}
	}
	Size2i size_limit;
	if (wrap_controls) {
		size_limit = get_contents_minimum_size();
	}
	size_limit.x = MAX(size_limit.x, min_size.x);
	size_limit.y = MAX(size_limit.y, min_size.y);
	size.x = MAX(size_limit.x, size.x);
	size.y = MAX(size_limit.y, size.y);
	bool reset_min_first = false;
	bool max_size_valid = false;
	if ((max_size.x > 0 || max_size.y > 0) && (max_size.x >= min_size.x && max_size.y >= min_size.y)) {
		max_size_valid = true;
		if (size.x > max_size.x) {
			size.x = max_size.x;