### 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)

windows[MAIN_WINDOW_ID].wtctx = 0;
		}
		DestroyWindow(windows[MAIN_WINDOW_ID].hWnd);
	}
#if defined(VULKAN_ENABLED)
	if (rendering_device_vulkan) {
		rendering_device_vulkan->finalize();
		memdelete(rendering_device_vulkan);
		rendering_device_vulkan = nullptr;
	}
	if (context_vulkan) {
		memdelete(context_vulkan);
		context_vulkan = nullptr;
	}
#endif
	if (restore_mouse_trails > 1) {
		SystemParametersInfoA(SPI_SETMOUSETRAILS, restore_mouse_trails, 0, 0);
	}
#ifdef GLES3_ENABLED
	if (gl_manager) {
		memdelete(gl_manager);
		gl_manager = nullptr;
	}
#endif
	if (tts) {
		memdelete(tts);
	}
	CoUninitialize();
}