### Tested versions

4.2.stable

### System information

Godot v4.2.stable - Windows 10.0.22621 - GLES3 (Compatibility) - D3D12 (Qualcomm(R) Adreno(TM) 685 GPU) () - Snapdragon (TM) 8cx Gen 2 @ 3.0 GHz (8 Threads)

### Issue description

well~ i have full interests in using godot engine and now i am a Chinese graduate which has more free time to learn it. but it seems that there is a bug when i use Godot 4.2 stable version - although the workspace might run well, i feel a bit confused when i **create a new project or add one node**, the places of settings will **show incorrectly** when i try to **maximize the setting window and restore it** (luckily, only show incorrectly, the settings can still run correctly).
i am using Windows 11 on ARM laptop to run Godot engine 3/4 - it can runs well in using OpenGL compatibility Pack in Microsoft Store (awesome!!! but of course, only GLES2/GLES3). but this bug **does not exist** in **Godot 4.1.3 stable version** or before (iMPORTANT...), and i have tried to restart many times, the bug didn't disappear. i will upload the main screenshot as well.
now i have rollbacked in Godot 4.1.3 stable. so i hope this bug can be solved in Godot 4.2.1 or as quickly as possible, or... i'd like to find everyone's help? (tears of joy~)

### Steps to reproduce

1. i try to create new project, or add one node.
2. i maximize the setting window.
3. i restore the setting window.
4. the places of settings show incorrectly.

### Minimal reproduction project (MRP)

it can appear when i try to create new project so there is no nessesary to upload a project.godot... maybe?
_THREAD_SAFE_METHOD_
	if (p_icon.is_valid()) {
		ERR_FAIL_COND(p_icon->get_width() <= 0 || p_icon->get_height() <= 0);
		Ref<Image> img = p_icon;
		if (img != icon) {
			img = img->duplicate();
			img->convert(Image::FORMAT_RGBA8);
		}
		int w = img->get_width();
		int h = img->get_height();
		
		int icon_len = 40 + h * w * 4;
		Vector<BYTE> v;
		v.resize(icon_len);
		BYTE *icon_bmp = v.ptrw();
		encode_uint32(40, &icon_bmp[0]);
		encode_uint32(w, &icon_bmp[4]);
		encode_uint32(h * 2, &icon_bmp[8]);
		encode_uint16(1, &icon_bmp[12]);
		encode_uint16(32, &icon_bmp[14]);
		encode_uint32(BI_RGB, &icon_bmp[16]);
		encode_uint32(w * h * 4, &icon_bmp[20]);