### 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)

MDT_Effective_DPI = 0,
	MDT_Angular_DPI = 1,
	MDT_Raw_DPI = 2,
	MDT_Default = MDT_Effective_DPI
};
static int QueryDpiForMonitor(HMONITOR hmon, _MonitorDpiType dpiType = MDT_Default) {
	int dpiX = 96, dpiY = 96;
	static HMODULE Shcore = nullptr;
	typedef HRESULT(WINAPI * GetDPIForMonitor_t)(HMONITOR hmonitor, _MonitorDpiType dpiType, UINT * dpiX, UINT * dpiY);
	static GetDPIForMonitor_t getDPIForMonitor = nullptr;
	if (Shcore == nullptr) {
		Shcore = LoadLibraryW(L"Shcore.dll");
		getDPIForMonitor = Shcore ? (GetDPIForMonitor_t)GetProcAddress(Shcore, "GetDpiForMonitor") : nullptr;
		if ((Shcore == nullptr) || (getDPIForMonitor == nullptr)) {
			if (Shcore) {