### 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_
	ERR_FAIL_COND(!windows.has(p_window));
	WindowData &wd = windows[p_window];
	switch (p_flag) {
		case WINDOW_FLAG_RESIZE_DISABLED: {
			wd.resizable = !p_enabled;
			_update_window_style(p_window);
		} break;
		case WINDOW_FLAG_BORDERLESS: {
			wd.borderless = p_enabled;
			_update_window_style(p_window);
			_update_window_mouse_passthrough(p_window);
			ShowWindow(wd.hWnd, (wd.no_focus || wd.is_popup) ? SW_SHOWNOACTIVATE : SW_SHOW); 
		} break;
		case WINDOW_FLAG_ALWAYS_ON_TOP: {
			ERR_FAIL_COND_MSG(wd.transient_parent != INVALID_WINDOW_ID && p_enabled, "Transient windows can't become on top");
			wd.always_on_top = p_enabled;
			_update_window_style(p_window);
		} break;
		case WINDOW_FLAG_TRANSPARENT: {
			if (p_enabled) {
				
				DWM_BLURBEHIND bb;
				ZeroMemory(&bb, sizeof(bb));
				HRGN hRgn = CreateRectRgn(0, 0, -1, -1);
				bb.dwFlags = DWM_BB_ENABLE | DWM_BB_BLURREGION;