### 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_
	drop_events = true;
	process_events();
	drop_events = false;
}
void DisplayServerWindows::release_rendering_thread() {
}
void DisplayServerWindows::make_rendering_thread() {
}
void DisplayServerWindows::swap_buffers() {
#if defined(GLES3_ENABLED)
	if (gl_manager) {
		gl_manager->swap_buffers();
	}
#endif
}
void DisplayServerWindows::set_native_icon(const String &p_filename) {