### 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)

TS->font_draw_glyph_outline(frid, ci, glyphs[i].font_size, p_shadow_outline_size, fx_offset + char_off + p_shadow_ofs, gl, modulated_shadow_color);
							}
						}
						if (modulated_outline_color.a != 0.0 && size > 0) {
							Transform2D char_reverse_xform;
							char_reverse_xform.set_origin(-char_off);
							Transform2D char_final_xform = char_xform * char_reverse_xform;
							draw_set_transform_matrix(char_final_xform);
							TS->font_draw_glyph_outline(frid, ci, glyphs[i].font_size, size, fx_offset + char_off, gl, modulated_outline_color);
						}
					}
					processed_glyphs_ol++;
				}
				gloff.x += glyphs[i].advance;
			}
		}
		draw_set_transform_matrix(Transform2D());
		Vector2 fbg_line_off = off + p_ofs;
		
		Vector2i chr_range = TS->shaped_text_get_range(rid);
		_draw_fbg_boxes(ci, rid, fbg_line_off, it_from, it_to, chr_range.x, chr_range.y, 0);
		
		Color selection_bg = theme_cache.selection_color;
		int sel_start = -1;
		int sel_end = -1;
		if (selection.active && (selection.from_frame->lines[selection.from_line].char_offset + selection.from_char) <= (l.char_offset + TS->shaped_text_get_range(rid).y) && (selection.to_frame->lines[selection.to_line].char_offset + selection.to_char) >= (l.char_offset + TS->shaped_text_get_range(rid).x)) {
			sel_start = MAX(TS->shaped_text_get_range(rid).x, (selection.from_frame->lines[selection.from_line].char_offset + selection.from_char) - l.char_offset);
			sel_end = MIN(TS->shaped_text_get_range(rid).y, (selection.to_frame->lines[selection.to_line].char_offset + selection.to_char) - l.char_offset);
			Vector<Vector2> sel = TS->shaped_text_get_selection(rid, sel_start, sel_end);
			for (int i = 0; i < sel.size(); i++) {