### 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)

ERR_FAIL_COND(p_event.is_null());
	Ref<InputEventMouseButton> b = p_event;
	if (b.is_valid()) {
		if (b->get_button_index() == MouseButton::LEFT) {
			if (b->is_pressed() && !b->is_double_click()) {
				scroll_updated = false;
				ItemFrame *c_frame = nullptr;
				int c_line = 0;
				Item *c_item = nullptr;
				int c_index = 0;
				bool outside;
				selection.drag_attempt = false;
				_find_click(main, b->get_position(), &c_frame, &c_line, &c_item, &c_index, &outside, false);
				if (c_item != nullptr) {
					if (selection.enabled) {
						selection.click_frame = c_frame;
						selection.click_item = c_item;
						selection.click_line = c_line;
						selection.click_char = c_index;
						
						if (selection.active) {
							if (drag_and_drop_selection_enabled && _is_click_inside_selection()) {
								selection.drag_attempt = true;
								selection.click_item = nullptr;
							} else {
								selection.from_frame = nullptr;
								selection.from_line = 0;