### 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)

RBMap<int, Vector2>::Element *curr = touch_state.find(idx);
	if (!curr) {
		return;
	}
	if (curr->get() == Vector2(p_x, p_y)) {
		return;
	}
	Ref<InputEventScreenDrag> event;
	event.instantiate();
	event->set_window_id(p_window);
	event->set_index(idx);
	event->set_position(Vector2(p_x, p_y));
	event->set_relative(Vector2(p_x, p_y) - curr->get());
	Input::get_singleton()->parse_input_event(event);
	curr->get() = Vector2(p_x, p_y);
}
void DisplayServerWindows::_send_window_event(const WindowData &wd, WindowEvent p_event) {