### 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)

if (is_dark_mode_supported() && dark_title_available) {
				BOOL value = is_dark_mode();
				::DwmSetWindowAttribute(windows[window_id].hWnd, DWMWA_USE_IMMERSIVE_DARK_MODE, &value, sizeof(value));
			}
		} break;
		case WM_SYSCOMMAND: 
		{
			switch (wParam) 
			{
				case SC_SCREENSAVE: 
				case SC_MONITORPOWER: 
					return 0; 
				case SC_KEYMENU:
					if ((lParam >> 16) <= 0) {
						return 0;
					}
			}
		} break;
		case WM_CLOSE: 
		{
			if (windows[window_id].focus_timer_id != 0U) {
				KillTimer(windows[window_id].hWnd, windows[window_id].focus_timer_id);
			}
			_send_window_event(windows[window_id], WINDOW_EVENT_CLOSE_REQUEST);
			return 0; 
		}
		case WM_MOUSELEAVE: {
			if (window_mouseover_id == window_id) {
				old_invalid = true;
				window_mouseover_id = INVALID_WINDOW_ID;