### Godot version

v4.0.beta12.mono.official [3c9bf4bc2]

### System information

Windows 10, Forward+ (Vulkan), NVIDIA GeForce RTX 3070 (526.98)

### Issue description

The `Initial Screen` select dropdown provides 64 options for monitors when it should only provide options for what is available.  In my case, I'm only using two monitors so there should only be two monitors to choose from (excluding the Primary Monitor option of course).  Screenshot below.

![image](https://user-images.githubusercontent.com/1691061/213066149-b97d3220-9b23-4685-a155-ad2f48f96de3.png)


### Steps to reproduce

The issue appears to occur whether I'm using two monitors or one monitor.

---
1. Open `Project Settings`
2. Go to `Display` > `Window` > `Size`
3. Select the `Initial Screen` dropdown.
4. You will see the `Primary Monitor` option and 64 other monitor options as seen in the screenshot.

### Minimal reproduction project

N/A
mutable HashMap<StringName, Theme::ThemeColorMap> theme_color_cache;
	mutable HashMap<StringName, Theme::ThemeConstantMap> theme_constant_cache;
	void _theme_changed();
	void _notify_theme_override_changed();
	void _invalidate_theme_cache();
	Viewport *embedder = nullptr;
	friend class Viewport; 
	void _window_input(const Ref<InputEvent> &p_ev);
	void _window_input_text(const String &p_text);
	void _window_drop_files(const Vector<String> &p_files);
	void _rect_changed_callback(const Rect2i &p_callback);
	void _event_callback(DisplayServer::WindowEvent p_event);
	virtual bool _can_consume_input_events() const override;
	Ref<Shortcut> debugger_stop_shortcut;
protected:
	Viewport *_get_embedder() const;
	virtual Rect2i _popup_adjust_rect() const { return Rect2i(); }
	virtual void _update_theme_item_cache();
	virtual void _post_popup() {}
	virtual Size2 _get_contents_minimum_size() const;
	static void _bind_methods();
	void _notification(int p_what);
	bool _set(const StringName &p_name, const Variant &p_value);
	bool _get(const StringName &p_name, Variant &r_ret) const;
	void _get_property_list(List<PropertyInfo> *p_list) const;
	void _validate_property(PropertyInfo &p_property) const;
	virtual void add_child_notify(Node *p_child) override;
	virtual void remove_child_notify(Node *p_child) override;
public:
	enum {