### 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)

List<Item *>::Element *E = p_reverse_search ? table->subitems.back() : table->subitems.front();
				if (_search_table(table, E, p_string, p_reverse_search)) {
					return true;
				}
			} break;
			default:
				break;
		}
	}
	int sp = -1;
	if (p_reverse_search) {
		sp = txt.rfindn(p_string, p_char_idx);
	} else {
		sp = txt.findn(p_string, p_char_idx);
	}
	if (sp != -1) {
		selection.from_frame = p_frame;
		selection.from_line = p_line;
		selection.from_item = _get_item_at_pos(l.from, it_to, sp);
		selection.from_char = sp;
		selection.to_frame = p_frame;
		selection.to_line = p_line;
		selection.to_item = _get_item_at_pos(l.from, it_to, sp + p_string.length());
		selection.to_char = sp + p_string.length();
		selection.active = true;
		return true;
	}
	return false;
}
bool RichTextLabel::search(const String &p_string, bool p_from_selection, bool p_search_previous) {