### Godot version

v4.2.dev5.official [e3e2528ba]

### System information

Godot v4.2.dev5 - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 970 (NVIDIA; 31.0.15.3623) - Intel(R) Core(TM) i7-4790K CPU @ 4.00GHz (8 Threads)

### Issue description

#79975 closed his issue too early, it's a separate issue to #78434.

I'll just repost his same gif:
![256703477-a7db18c1-eccf-42af-85ef-1a1472f30c73](https://github.com/godotengine/godot/assets/15337628/1a7926ea-a9d8-4eb3-a857-8d34df23228f)

### Steps to reproduce

I had a theory it was related to editor settings and I tracked it down:

1. Editor -> `Display Scale` = Custom
2. Editor -> `Custom Display Scale` = 1.15
3. Click Save & Restart
4. Print stuff

```
var number := 0
func _process(delta: float) -> void:
	number += 1
	print(number)
```

The scale number matters, 1.1 seems to be fine but smaller decimal places such as 1.15 are what cause the issue.

### Minimal reproduction project

[printbug.zip](https://github.com/godotengine/godot/files/12683758/printbug.zip)

if (!subtag_a[1].is_empty()) {
							Vector<String> feature_tags = subtag_a[1].split(",");
							for (int j = 0; j < feature_tags.size(); j++) {
								Vector<String> subtag_b = feature_tags[j].split("=");
								_normalize_subtags(subtag_b);
								if (subtag_b.size() == 2) {
									features[TS->name_to_tag(subtag_b[0])] = subtag_b[1].to_float();
								} else if (subtag_b.size() == 1) {
									features[TS->name_to_tag(subtag_b[0])] = 1;
								}
							}
							fc->set_opentype_features(features);
						}
					}
				}
			}
			fc->set_base_font(font);
			if (def_font != CUSTOM_FONT) {
				_push_def_font_var(def_font, fc, fnt_size);
			} else {
				push_font(fc, fnt_size);
			}
			pos = brk_end + 1;
			tag_stack.push_front("font");
		} else if (tag.begins_with("outline_size=")) {
			int fnt_size = tag.substr(13, tag.length()).to_int();
			if (fnt_size > 0) {
				push_outline_size(fnt_size);
			}
			pos = brk_end + 1;