### 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)

}
						prev_wck = unicode;
						break; 
					} else if ((unicode & 0xfffffc00) == 0xdc00) {
						if (prev_wck == 0) {
							ERR_PRINT("invalid utf16 surrogate input");
							break; 
						}
						unicode = (prev_wck << 10UL) + unicode - ((0xd800 << 10UL) + 0xdc00 - 0x10000);
						prev_wck = 0;
					} else {
						prev_wck = 0;
					}
					k->set_unicode(unicode);
				}
				if (k->get_unicode() && gr_mem) {
					k->set_alt_pressed(false);
					k->set_ctrl_pressed(false);
				}
				if (k->get_unicode() < 32) {
					k->set_unicode(0);
				}
				k->set_echo((ke.uMsg == WM_KEYDOWN && (ke.lParam & (1 << 30))));
				Input::get_singleton()->parse_input_event(k);
			} break;
		}
	}
	key_event_pos = 0;
}
void DisplayServerWindows::_update_tablet_ctx(const String &p_old_driver, const String &p_new_driver) {