### 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)

main = memnew(ItemFrame);
	main->index = 0;
	current = main;
	main->lines.resize(1);
	main->lines[0].from = main;
	main->first_invalid_line.store(0);
	main->first_resized_line.store(0);
	main->first_invalid_font_line.store(0);
	current_frame = main;
	vscroll = memnew(VScrollBar);
	add_child(vscroll, false, INTERNAL_MODE_FRONT);
	vscroll->set_drag_node(String(".."));
	vscroll->set_step(1);
	vscroll->set_anchor_and_offset(SIDE_TOP, ANCHOR_BEGIN, 0);
	vscroll->set_anchor_and_offset(SIDE_BOTTOM, ANCHOR_END, 0);
	vscroll->set_anchor_and_offset(SIDE_RIGHT, ANCHOR_END, 0);
	vscroll->connect("value_changed", callable_mp(this, &RichTextLabel::_scroll_changed));
	vscroll->set_step(1);
	vscroll->hide();
	set_text(p_text);
	updating.store(false);
	validating.store(false);
	stop_thread.store(false);
	set_clip_contents(true);
}
RichTextLabel::~RichTextLabel() {
	_stop_thread();
	memdelete(main);
}