### 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)

wc.lpszClassName = L"Engine";
	if (!RegisterClassExW(&wc)) {
		MessageBox(nullptr, "Failed To Register The Window Class.", "ERROR", MB_OK | MB_ICONEXCLAMATION);
		r_error = ERR_UNAVAILABLE;
		return;
	}
	_register_raw_input_devices(INVALID_WINDOW_ID);
#if defined(VULKAN_ENABLED)
	if (rendering_driver == "vulkan") {
		context_vulkan = memnew(VulkanContextWindows);
		if (context_vulkan->initialize() != OK) {
			memdelete(context_vulkan);
			context_vulkan = nullptr;
			r_error = ERR_UNAVAILABLE;
			return;
		}
	}
#endif
	
#if defined(GLES3_ENABLED)
	if (rendering_driver == "opengl3") {
		GLManager_Windows::ContextType opengl_api_type = GLManager_Windows::GLES_3_0_COMPATIBLE;
		gl_manager = memnew(GLManager_Windows(opengl_api_type));
		if (gl_manager->initialize() != OK) {
			memdelete(gl_manager);
			gl_manager = nullptr;
			r_error = ERR_UNAVAILABLE;
			return;
		}
		RasterizerGLES3::make_current();