### 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)

WindowRect.right = screen_rect.position.x + screen_rect.size.x;
		WindowRect.top = screen_rect.position.y;
		WindowRect.bottom = screen_rect.position.y + screen_rect.size.y;
	} else {
		Rect2i srect = screen_get_usable_rect(rq_screen);
		Point2i wpos = p_rect.position;
		if (srect != Rect2i()) {
			wpos.x = CLAMP(wpos.x, srect.position.x, srect.position.x + srect.size.width - p_rect.size.width / 3);
			wpos.y = CLAMP(wpos.y, srect.position.y, srect.position.y + srect.size.height - p_rect.size.height / 3);
		}
		WindowRect.left = wpos.x;
		WindowRect.right = wpos.x + p_rect.size.x;
		WindowRect.top = wpos.y;
		WindowRect.bottom = wpos.y + p_rect.size.y;
	}
	Point2i offset = _get_screens_origin();
	WindowRect.left += offset.x;
	WindowRect.right += offset.x;
	WindowRect.top += offset.y;
	WindowRect.bottom += offset.y;
	AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle);
	WindowID id = window_id_counter;
	{
		WindowData &wd = windows[id];
		wd.hWnd = CreateWindowExW(
				dwExStyle,
				L"Engine", L"",
				dwStyle,