### 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)

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typedef struct {
	int count;
	int screen;
	HMONITOR monitor;
} EnumScreenData;
static BOOL CALLBACK _MonitorEnumProcPrim(HMONITOR hMonitor, HDC hdcMonitor, LPRECT lprcMonitor, LPARAM dwData) {
	EnumScreenData *data = (EnumScreenData *)dwData;
	if ((lprcMonitor->left == 0) && (lprcMonitor->top == 0)) {
		data->screen = data->count;
		return FALSE;
	}
	data->count++;
	return TRUE;
}
static BOOL CALLBACK _MonitorEnumProcScreen(HMONITOR hMonitor, HDC hdcMonitor, LPRECT lprcMonitor, LPARAM dwData) {