### 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];
	if (wd.exclusive != p_exclusive) {
		wd.exclusive = p_exclusive;
		if (wd.transient_parent != INVALID_WINDOW_ID) {
			if (wd.exclusive) {
				WindowData &wd_parent = windows[wd.transient_parent];
				SetWindowLongPtr(wd.hWnd, GWLP_HWNDPARENT, (LONG_PTR)wd_parent.hWnd);
			} else {
				SetWindowLongPtr(wd.hWnd, GWLP_HWNDPARENT, (LONG_PTR) nullptr);
			}
		}
	}
}
void DisplayServerWindows::window_set_transient(WindowID p_window, WindowID p_parent) {