### 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)

}
			return table_offy;
		}
		off.y += TS->shaped_text_get_descent(rid) + theme_cache.line_separation;
	}
	
	if (line_clicked) {
		
		if (r_click_item != nullptr) {
			Item *it = p_frame->lines[p_line].from;
			Item *it_to = (p_line + 1 < (int)p_frame->lines.size()) ? p_frame->lines[p_line + 1].from : nullptr;
			if (char_pos >= 0) {
				*r_click_item = _get_item_at_pos(it, it_to, char_pos);
			} else {
				int stop = text_rect_begin;
				*r_click_item = _find_indentable(it);
				while (*r_click_item) {
					Ref<Font> font = theme_cache.normal_font;
					int font_size = theme_cache.normal_font_size;
					ItemFont *font_it = _find_font(*r_click_item);
					if (font_it) {
						if (font_it->font.is_valid()) {
							font = font_it->font;
						}
						if (font_it->font_size > 0) {
							font_size = font_it->font_size;
						}
					}
					ItemFontSize *font_size_it = _find_font_size(*r_click_item);
					if (font_size_it && font_size_it->font_size > 0) {