### 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)

SetCursorPos(pos.x, pos.y);
			SetCapture(wd.hWnd);
			_register_raw_input_devices(window_id);
		}
	} else {
		
		ReleaseCapture();
		ClipCursor(nullptr);
		_register_raw_input_devices(INVALID_WINDOW_ID);
	}
	if (p_mode == MOUSE_MODE_HIDDEN || p_mode == MOUSE_MODE_CAPTURED || p_mode == MOUSE_MODE_CONFINED_HIDDEN) {
		if (hCursor == nullptr) {
			hCursor = SetCursor(nullptr);
		} else {
			SetCursor(nullptr);
		}
	} else {
		CursorShape c = cursor_shape;
		cursor_shape = CURSOR_MAX;
		cursor_set_shape(c);
	}
}
DisplayServer::WindowID DisplayServerWindows::_get_focused_window_or_popup() const {
	const List<WindowID>::Element *E = popup_list.back();
	if (E) {
		return E->get();
	}
	return last_focused_window;
}
void DisplayServerWindows::_register_raw_input_devices(WindowID p_target_window) {