### 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)

_THREAD_SAFE_METHOD_
	ERR_FAIL_COND_V(!windows.has(p_window), Point2i());
	const WindowData &wd = windows[p_window];
	if (wd.minimized) {
		return wd.last_pos;
	}
	POINT point;
	point.x = 0;
	point.y = 0;
	ClientToScreen(wd.hWnd, &point);
	return Point2i(point.x, point.y) - _get_screens_origin();
}
Point2i DisplayServerWindows::window_get_position_with_decorations(WindowID p_window) const {