### 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
DEFAULT_WINDOW_SIZE = 100,
	};
	enum WindowInitialPosition {
		WINDOW_INITIAL_POSITION_ABSOLUTE,
		WINDOW_INITIAL_POSITION_CENTER_SCREEN,
	};
private:
	DisplayServer::WindowID window_id = DisplayServer::INVALID_WINDOW_ID;
	String title;
	mutable int current_screen = DisplayServer::SCREEN_PRIMARY;
	mutable Vector2i position;
	mutable Size2i size = Size2i(DEFAULT_WINDOW_SIZE, DEFAULT_WINDOW_SIZE);
	mutable Size2i min_size;
	mutable Size2i max_size;
	mutable Vector<Vector2> mpath;
	mutable Mode mode = MODE_WINDOWED;
	mutable bool flags[FLAG_MAX] = {};
	bool visible = true;
	bool focused = false;
	WindowInitialPosition initial_position = WINDOW_INITIAL_POSITION_ABSOLUTE;
	bool use_font_oversampling = false;
	bool transient = false;
	bool exclusive = false;
	bool wrap_controls = false;
	bool updating_child_controls = false;
	bool clamp_to_embedder = false;
	LayoutDirection layout_dir = LAYOUT_DIRECTION_INHERITED;
	bool auto_translate = true;
	void _update_child_controls();