### 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_
	MSG msg;
	if (!drop_events) {
		joypad->process_joypads();
	}
	while (PeekMessageW(&msg, nullptr, 0, 0, PM_REMOVE)) {
		TranslateMessage(&msg);
		DispatchMessageW(&msg);
	}
	if (!drop_events) {
		_process_key_events();
		Input::get_singleton()->flush_buffered_events();
	}
}
void DisplayServerWindows::force_process_and_drop_events() {