### 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)

ERR_FAIL_COND_V(!windows.has(p_window), 0);
	switch (p_handle_type) {
		case DISPLAY_HANDLE: {
			return 0; 
		}
		case WINDOW_HANDLE: {
			return (int64_t)windows[p_window].hWnd;
		}
#if defined(GLES3_ENABLED)
		case WINDOW_VIEW: {
			if (gl_manager) {
				return (int64_t)gl_manager->get_hdc(p_window);
			}
			return 0;
		}
		case OPENGL_CONTEXT: {
			if (gl_manager) {
				return (int64_t)gl_manager->get_hglrc(p_window);
			}
			return 0;
		}
#endif
		default: {
			return 0;
		}
	}
}
void DisplayServerWindows::window_attach_instance_id(ObjectID p_instance, WindowID p_window) {