### 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)

_stop_thread();
	MutexLock data_lock(data_mutex);
	ERR_FAIL_COND(current->type != ITEM_FRAME);
	ItemFrame *cell = static_cast<ItemFrame *>(current);
	ERR_FAIL_COND(!cell->cell);
	cell->padding = p_padding;
}
void RichTextLabel::push_cell() {
	_stop_thread();
	MutexLock data_lock(data_mutex);
	ERR_FAIL_COND(current->type != ITEM_TABLE);
	ItemFrame *item = memnew(ItemFrame);
	item->parent_frame = current_frame;
	_add_item(item, true);
	current_frame = item;
	item->cell = true;
	item->lines.resize(1);
	item->lines[0].from = nullptr;
	item->first_invalid_line.store(0); 
}
int RichTextLabel::get_current_table_column() const {
	ERR_FAIL_COND_V(current->type != ITEM_TABLE, -1);
	ItemTable *table = static_cast<ItemTable *>(current);
	return table->subitems.size() % table->columns.size();
}
void RichTextLabel::pop() {