### 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)

int layout_count = GetKeyboardLayoutList(0, nullptr);
	ERR_FAIL_INDEX(p_index, layout_count);
	HKL *layouts = (HKL *)memalloc(layout_count * sizeof(HKL));
	GetKeyboardLayoutList(layout_count, layouts);
	ActivateKeyboardLayout(layouts[p_index], KLF_SETFORPROCESS);
	memfree(layouts);
}
String DisplayServerWindows::keyboard_get_layout_language(int p_index) const {
	int layout_count = GetKeyboardLayoutList(0, nullptr);
	ERR_FAIL_INDEX_V(p_index, layout_count, "");
	HKL *layouts = (HKL *)memalloc(layout_count * sizeof(HKL));
	GetKeyboardLayoutList(layout_count, layouts);
	WCHAR buf[LOCALE_NAME_MAX_LENGTH];
	memset(buf, 0, LOCALE_NAME_MAX_LENGTH * sizeof(WCHAR));
	LCIDToLocaleName(MAKELCID(LOWORD(layouts[p_index]), SORT_DEFAULT), buf, LOCALE_NAME_MAX_LENGTH, 0);
	memfree(layouts);
	return String::utf16((const char16_t *)buf).substr(0, 2);
}
Key DisplayServerWindows::keyboard_get_keycode_from_physical(Key p_keycode) const {