### Tested versions

4.2.stable

### System information

Godot v4.2.stable - Windows 10.0.22621 - GLES3 (Compatibility) - D3D12 (Qualcomm(R) Adreno(TM) 685 GPU) () - Snapdragon (TM) 8cx Gen 2 @ 3.0 GHz (8 Threads)

### Issue description

well~ i have full interests in using godot engine and now i am a Chinese graduate which has more free time to learn it. but it seems that there is a bug when i use Godot 4.2 stable version - although the workspace might run well, i feel a bit confused when i **create a new project or add one node**, the places of settings will **show incorrectly** when i try to **maximize the setting window and restore it** (luckily, only show incorrectly, the settings can still run correctly).
i am using Windows 11 on ARM laptop to run Godot engine 3/4 - it can runs well in using OpenGL compatibility Pack in Microsoft Store (awesome!!! but of course, only GLES2/GLES3). but this bug **does not exist** in **Godot 4.1.3 stable version** or before (iMPORTANT...), and i have tried to restart many times, the bug didn't disappear. i will upload the main screenshot as well.
now i have rollbacked in Godot 4.1.3 stable. so i hope this bug can be solved in Godot 4.2.1 or as quickly as possible, or... i'd like to find everyone's help? (tears of joy~)

### Steps to reproduce

1. i try to create new project, or add one node.
2. i maximize the setting window.
3. i restore the setting window.
4. the places of settings show incorrectly.

### Minimal reproduction project (MRP)

it can appear when i try to create new project so there is no nessesary to upload a project.godot... maybe?
}
#define MI_WP_SIGNATURE 0xFF515700
#define SIGNATURE_MASK 0xFFFFFF00
#define IsPenEvent(dw) (((dw)&SIGNATURE_MASK) == MI_WP_SIGNATURE)
#define IsTouchEvent(dw) (IsPenEvent(dw) && ((dw)&0x80))
void DisplayServerWindows::_touch_event(WindowID p_window, bool p_pressed, float p_x, float p_y, int idx) {
	if (touch_state.has(idx) == p_pressed) {
		return;
	}
	if (p_pressed) {
		touch_state.insert(idx, Vector2(p_x, p_y));
	} else {
		touch_state.erase(idx);
	}
	Ref<InputEventScreenTouch> event;
	event.instantiate();
	event->set_index(idx);
	event->set_window_id(p_window);
	event->set_pressed(p_pressed);
	event->set_position(Vector2(p_x, p_y));
	Input::get_singleton()->parse_input_event(event);
}
void DisplayServerWindows::_drag_event(WindowID p_window, float p_x, float p_y, int idx) {