### 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)

MoveWindow(wd.hWnd, rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, TRUE);
		if (restore_mouse_trails > 1) {
			SystemParametersInfoA(SPI_SETMOUSETRAILS, restore_mouse_trails, 0, 0);
			restore_mouse_trails = 0;
		}
	} else if (p_mode == WINDOW_MODE_WINDOWED) {
		ShowWindow(wd.hWnd, SW_RESTORE);
		wd.maximized = false;
		wd.minimized = false;
	}
	if (p_mode == WINDOW_MODE_MAXIMIZED) {
		ShowWindow(wd.hWnd, SW_MAXIMIZE);
		wd.maximized = true;
		wd.minimized = false;
	}
	if (p_mode == WINDOW_MODE_MINIMIZED) {
		ShowWindow(wd.hWnd, SW_MINIMIZE);
		wd.maximized = false;
		wd.minimized = true;
	}
	if (p_mode == WINDOW_MODE_EXCLUSIVE_FULLSCREEN) {
		wd.multiwindow_fs = false;
		_update_window_style(p_window, false);
	} else {
		wd.multiwindow_fs = true;
		_update_window_style(p_window, false);
	}
	if ((p_mode == WINDOW_MODE_FULLSCREEN || p_mode == WINDOW_MODE_EXCLUSIVE_FULLSCREEN) && !wd.fullscreen) {
		if (wd.minimized) {
			ShowWindow(wd.hWnd, SW_RESTORE);