### 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 (subtag_a.size() == 2) {
						features[TS->name_to_tag(subtag_a[0])] = subtag_a[1].to_int();
					} else if (subtag_a.size() == 1) {
						features[TS->name_to_tag(subtag_a[0])] = 1;
					}
				}
				Ref<FontVariation> fc;
				fc.instantiate();
				fc->set_base_font(font);
				fc->set_opentype_features(features);
				if (def_font != CUSTOM_FONT) {
					_push_def_font_var(def_font, fc);
				} else {
					push_font(fc);
				}
			}
			pos = brk_end + 1;
			tag_stack.push_front(tag.substr(0, value_pos));
		} else if (tag.begins_with("font=")) {
			String fnt = tag.substr(5, tag.length()).unquote();
			Ref<Font> fc = ResourceLoader::load(fnt, "Font");
			if (fc.is_valid()) {
				push_font(fc);
			}
			pos = brk_end + 1;
			tag_stack.push_front("font");
		} else if (tag.begins_with("font ")) {
			Vector<String> subtag = tag.substr(2, tag.length()).split(" ");
			_normalize_subtags(subtag);
			Ref<Font> font = theme_cache.normal_font;