### 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)

frid = charfx->font;
						gl = charfx->glyph_index;
						txt_visible &= charfx->visibility;
					}
				} else if (item_fx->type == ITEM_SHAKE) {
					ItemShake *item_shake = static_cast<ItemShake *>(item_fx);
					if (!cn) {
						uint64_t char_current_rand = item_shake->offset_random(glyphs[i].start);
						uint64_t char_previous_rand = item_shake->offset_previous_random(glyphs[i].start);
						uint64_t max_rand = 2147483647;
						double current_offset = Math::remap(char_current_rand % max_rand, 0, max_rand, 0.0f, 2.f * (float)Math_PI);
						double previous_offset = Math::remap(char_previous_rand % max_rand, 0, max_rand, 0.0f, 2.f * (float)Math_PI);
						double n_time = (double)(item_shake->elapsed_time / (0.5f / item_shake->rate));
						n_time = (n_time > 1.0) ? 1.0 : n_time;
						item_shake->prev_off = Point2(Math::lerp(Math::sin(previous_offset), Math::sin(current_offset), n_time), Math::lerp(Math::cos(previous_offset), Math::cos(current_offset), n_time)) * (float)item_shake->strength / 10.0f;
					}
					fx_offset += item_shake->prev_off;
				} else if (item_fx->type == ITEM_WAVE) {
					ItemWave *item_wave = static_cast<ItemWave *>(item_fx);
					if (!cn) {
						double value = Math::sin(item_wave->frequency * item_wave->elapsed_time + ((p_ofs.x + gloff.x) / 50)) * (item_wave->amplitude / 10.0f);
						item_wave->prev_off = Point2(0, 1) * value;
					}
					fx_offset += item_wave->prev_off;
				} else if (item_fx->type == ITEM_TORNADO) {
					ItemTornado *item_tornado = static_cast<ItemTornado *>(item_fx);
					if (!cn) {
						double torn_x = Math::sin(item_tornado->frequency * item_tornado->elapsed_time + ((p_ofs.x + gloff.x) / 50)) * (item_tornado->radius);
						double torn_y = Math::cos(item_tornado->frequency * item_tornado->elapsed_time + ((p_ofs.x + gloff.x) / 50)) * (item_tornado->radius);
						item_tornado->prev_off = Point2(torn_x, torn_y);