### 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)

uint32_t pointer_id = LOWORD(wParam);
			POINTER_INPUT_TYPE pointer_type = PT_POINTER;
			if (!win8p_GetPointerType(pointer_id, &pointer_type)) {
				break;
			}
			if (pointer_type != PT_PEN) {
				break;
			}
			windows[window_id].block_mm = true;
			return 0;
		} break;
		case WM_POINTERLEAVE: {
			windows[window_id].block_mm = false;
			return 0;
		} break;
		case WM_POINTERUPDATE: {
			if (mouse_mode == MOUSE_MODE_CAPTURED && use_raw_input) {
				break;
			}
			if ((tablet_get_current_driver() != "winink") || !winink_available) {
				break;
			}
			uint32_t pointer_id = LOWORD(wParam);
			POINTER_INPUT_TYPE pointer_type = PT_POINTER;
			if (!win8p_GetPointerType(pointer_id, &pointer_type)) {
				break;
			}
			if (pointer_type != PT_PEN) {
				break;
			}