### Godot version

v4.0.beta12.mono.official [3c9bf4bc2]

### System information

Windows 10, Forward+ (Vulkan), NVIDIA GeForce RTX 3070 (526.98)

### Issue description

The `Initial Screen` select dropdown provides 64 options for monitors when it should only provide options for what is available.  In my case, I'm only using two monitors so there should only be two monitors to choose from (excluding the Primary Monitor option of course).  Screenshot below.

![image](https://user-images.githubusercontent.com/1691061/213066149-b97d3220-9b23-4685-a155-ad2f48f96de3.png)


### Steps to reproduce

The issue appears to occur whether I'm using two monitors or one monitor.

---
1. Open `Project Settings`
2. Go to `Display` > `Window` > `Size`
3. Select the `Initial Screen` dropdown.
4. You will see the `Primary Monitor` option and 64 other monitor options as seen in the screenshot.

### Minimal reproduction project

N/A
void update_mouse_cursor_shape();
	void show();
	void hide();
	void set_transient(bool p_transient);
	bool is_transient() const;
	void set_exclusive(bool p_exclusive);
	bool is_exclusive() const;
	void set_clamp_to_embedder(bool p_enable);
	bool is_clamped_to_embedder() const;
	bool is_in_edited_scene_root() const;
	bool can_draw() const;
	void set_ime_active(bool p_active);
	void set_ime_position(const Point2i &p_pos);
	bool is_embedded() const;
	void set_content_scale_size(const Size2i &p_size);
	Size2i get_content_scale_size() const;
	void set_content_scale_mode(ContentScaleMode p_mode);
	ContentScaleMode get_content_scale_mode() const;
	void set_content_scale_aspect(ContentScaleAspect p_aspect);
	ContentScaleAspect get_content_scale_aspect() const;
	void set_content_scale_factor(real_t p_factor);
	real_t get_content_scale_factor() const;
	void set_use_font_oversampling(bool p_oversampling);
	bool is_using_font_oversampling() const;
	void set_mouse_passthrough_polygon(const Vector<Vector2> &p_region);
	Vector<Vector2> get_mouse_passthrough_polygon() const;
	void set_wrap_controls(bool p_enable);
	bool is_wrapping_controls() const;
	void child_controls_changed();
	Window *get_exclusive_child() const { return exclusive_child; };