### 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)

updating_scroll = true;
	float total_height = p_total_height;
	bool exceeds = p_total_height > p_ctrl_height && scroll_active;
	if (exceeds != scroll_visible) {
		if (exceeds) {
			scroll_visible = true;
			scroll_w = vscroll->get_combined_minimum_size().width;
			vscroll->show();
			vscroll->set_anchor_and_offset(SIDE_LEFT, ANCHOR_END, -scroll_w);
		} else {
			scroll_visible = false;
			scroll_w = 0;
		}
		main->first_resized_line.store(0);
		total_height = 0;
		for (int j = 0; j <= p_idx; j++) {
			total_height = _resize_line(main, j, theme_cache.normal_font, theme_cache.normal_font_size, p_width - scroll_w, total_height);
			main->first_resized_line.store(j);
		}
	}
	vscroll->set_max(total_height);
	vscroll->set_page(p_text_rect_height);
	if (scroll_follow && scroll_following) {
		vscroll->set_value(total_height);
	} else {
		vscroll->set_value(p_old_scroll);
	}
	updating_scroll = false;
	return total_height;
}