### 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_INDEX(p_shape, CURSOR_MAX);
	if (cursor_shape == p_shape) {
		return;
	}
	if (mouse_mode != MOUSE_MODE_VISIBLE && mouse_mode != MOUSE_MODE_CONFINED) {
		cursor_shape = p_shape;
		return;
	}
	static const LPCTSTR win_cursors[CURSOR_MAX] = {
		IDC_ARROW,
		IDC_IBEAM,
		IDC_HAND, 
		IDC_CROSS,
		IDC_WAIT,
		IDC_APPSTARTING,
		IDC_SIZEALL,
		IDC_ARROW,
		IDC_NO,
		IDC_SIZENS,
		IDC_SIZEWE,
		IDC_SIZENESW,
		IDC_SIZENWSE,
		IDC_SIZEALL,
		IDC_SIZENS,