### 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 (rtl) {
			prefix = prefix + segment;
		} else {
			prefix = segment + prefix;
		}
	}
	
	int dc_lines = l.text_buf->get_dropcap_lines();
	float h_off = l.text_buf->get_dropcap_size().x;
	if (l.dc_ol_size > 0) {
		l.text_buf->draw_dropcap_outline(ci, p_ofs + ((rtl) ? Vector2() : Vector2(l.offset.x, 0)), l.dc_ol_size, l.dc_ol_color);
	}
	l.text_buf->draw_dropcap(ci, p_ofs + ((rtl) ? Vector2() : Vector2(l.offset.x, 0)), l.dc_color);
	int line_count = 0;
	Size2 ctrl_size = get_size();
	
	for (int line = 0; line < l.text_buf->get_line_count(); line++) {
		if (line > 0) {
			off.y += theme_cache.line_separation;
		}
		if (p_ofs.y + off.y >= ctrl_size.height) {
			break;
		}
		const Size2 line_size = l.text_buf->get_line_size(line);
		if (p_ofs.y + off.y + line_size.y <= 0) {
			off.y += line_size.y;
			continue;
		}
		float width = l.text_buf->get_width();
		float length = line_size.x;