### 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)

ERR_FAIL_NULL(p_frame);
	ERR_FAIL_COND(p_line < 0 || p_line >= (int)p_frame->lines.size());
	Line &l = p_frame->lines[p_line];
	MutexLock lock(l.text_buf->get_mutex());
	RID t = l.text_buf->get_rid();
	int spans = TS->shaped_get_span_count(t);
	for (int i = 0; i < spans; i++) {
		ItemText *it = reinterpret_cast<ItemText *>((uint64_t)TS->shaped_get_span_meta(t, i));
		if (it) {
			Ref<Font> font = p_base_font;
			int font_size = p_base_font_size;
			ItemFont *font_it = _find_font(it);
			if (font_it) {
				if (font_it->font.is_valid()) {
					font = font_it->font;
				}