### 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)

}
					mb->set_factor(fabs((double)motion / (double)WHEEL_DELTA));
				} break;
				case WM_XBUTTONDOWN: {
					mb->set_pressed(true);
					if (HIWORD(wParam) == XBUTTON1) {
						mb->set_button_index(MouseButton::MB_XBUTTON1);
					} else {
						mb->set_button_index(MouseButton::MB_XBUTTON2);
					}
				} break;
				case WM_XBUTTONUP: {
					mb->set_pressed(false);
					if (HIWORD(wParam) == XBUTTON1) {
						mb->set_button_index(MouseButton::MB_XBUTTON1);
					} else {
						mb->set_button_index(MouseButton::MB_XBUTTON2);
					}
				} break;
				case WM_XBUTTONDBLCLK: {
					mb->set_pressed(true);
					if (HIWORD(wParam) == XBUTTON1) {
						mb->set_button_index(MouseButton::MB_XBUTTON1);
					} else {
						mb->set_button_index(MouseButton::MB_XBUTTON2);
					}
					mb->set_double_click(true);
				} break;
				default: {
					return 0;