### 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?
k->set_key_label(key_label);
					k->set_unicode(fix_unicode(unicode));
					if (k->get_unicode() && gr_mem) {
						k->set_alt_pressed(false);
						k->set_ctrl_pressed(false);
					}
					Input::get_singleton()->parse_input_event(k);
				} else {
					
				}
			} break;
			case WM_KEYUP:
			case WM_KEYDOWN: {
				Ref<InputEventKey> k;
				k.instantiate();
				k->set_window_id(ke.window_id);
				k->set_pressed(ke.uMsg == WM_KEYDOWN);
				Key keycode = KeyMappingWindows::get_keysym(ke.wParam);
				if ((ke.lParam & (1 << 24)) && (ke.wParam == VK_RETURN)) {
					
					keycode = Key::KP_ENTER;
				}
				Key key_label = keycode;
				Key physical_keycode = KeyMappingWindows::get_scansym((ke.lParam >> 16) & 0xFF, ke.lParam & (1 << 24));
				static BYTE keyboard_state[256];
				memset(keyboard_state, 0, 256);
				wchar_t chars[256] = {};
				UINT extended_code = MapVirtualKey((ke.lParam >> 16) & 0xFF, MAPVK_VSC_TO_VK_EX);
				if (!(ke.lParam & (1 << 24)) && ToUnicodeEx(extended_code, (ke.lParam >> 16) & 0xFF, keyboard_state, chars, 255, 4, GetKeyboardLayout(0)) > 0) {
					String keysym = String::utf16((char16_t *)chars, 255);