### 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)

for (int j = 0; j < (int)frame->lines.size(); j++) {
											_find_click_in_line(frame, j, rect.position + Vector2(frame->padding.position.x, frame->lines[j].offset.y), rect.size.x, p_click, &table_click_frame, &table_click_line, &table_click_item, &table_click_char, true, p_meta);
											if (table_click_frame && table_click_item) {
												
												table_range = Vector2i(INT32_MAX, 0);
												for (Item *F : table->subitems) {
													ItemFrame *sub_frame = static_cast<ItemFrame *>(F);
													for (int k = 0; k < (int)sub_frame->lines.size(); k++) {
														table_range.x = MIN(table_range.x, sub_frame->lines[k].char_offset);
														table_range.y = MAX(table_range.y, sub_frame->lines[k].char_offset + sub_frame->lines[k].char_count);
													}
												}
												table_offy = off.y;
												table_hit = true;
											}
										}
									}
								}
								idx++;
							}
						} break;
						default:
							break;
					}
				}
			}
		}
		Rect2 rect = Rect2(p_ofs + off - Vector2(0, TS->shaped_text_get_ascent(rid)) - p_frame->padding.position, TS->shaped_text_get_size(rid) + p_frame->padding.position + p_frame->padding.size);
		if (p_table) {
			rect.size.y += theme_cache.table_v_separation;