### 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.no_focus && !wd.is_popup) {
		SetForegroundWindow(wd.hWnd);
	}
}
bool DisplayServerWindows::window_can_draw(WindowID p_window) const {
	_THREAD_SAFE_METHOD_
	ERR_FAIL_COND_V(!windows.has(p_window), false);
	const WindowData &wd = windows[p_window];
	return !wd.minimized;
}
bool DisplayServerWindows::can_any_window_draw() const {
	_THREAD_SAFE_METHOD_
	for (const KeyValue<WindowID, WindowData> &E : windows) {
		if (!E.value.minimized) {
			return true;
		}
	}
	return false;
}
void DisplayServerWindows::window_set_ime_active(const bool p_active, WindowID p_window) {