### 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)

}
		switch (l.text_buf->get_alignment()) {
			case HORIZONTAL_ALIGNMENT_FILL:
			case HORIZONTAL_ALIGNMENT_LEFT: {
				if (rtl) {
					off.x += width - length;
				}
			} break;
			case HORIZONTAL_ALIGNMENT_CENTER: {
				off.x += Math::floor((width - length) / 2.0);
			} break;
			case HORIZONTAL_ALIGNMENT_RIGHT: {
				if (!rtl) {
					off.x += width - length;
				}
			} break;
		}
		
		int dc_lines = l.text_buf->get_dropcap_lines();
		float h_off = l.text_buf->get_dropcap_size().x;
		if (line <= dc_lines) {
			if (rtl) {
				off.x -= h_off;
			} else {
				off.x += h_off;
			}
		}
		off.y += TS->shaped_text_get_ascent(rid);
		Array objects = TS->shaped_text_get_objects(rid);
		for (int i = 0; i < objects.size(); i++) {