### 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)

if (table->rows_baseline.size() != 0 && row_idx < (int)table->rows_baseline.size() - 1) {
					l.text_buf->add_object((uint64_t)it, Size2(table->total_width, table->total_height), table->inline_align, t_char_count, Math::round(table->rows_baseline[row_idx]));
				} else {
					l.text_buf->add_object((uint64_t)it, Size2(table->total_width, table->total_height), table->inline_align, t_char_count);
				}
				txt += String::chr(0xfffc).repeat(t_char_count);
			} break;
			default:
				break;
		}
	}
	
	l.text_buf->set_bidi_override(structured_text_parser(_find_stt(l.from), st_args, txt));
	*r_char_offset = l.char_offset + l.char_count;
	l.offset.y = p_h;
	return _calculate_line_vertical_offset(l);
}
int RichTextLabel::_draw_line(ItemFrame *p_frame, int p_line, const Vector2 &p_ofs, int p_width, const Color &p_base_color, int p_outline_size, const Color &p_outline_color, const Color &p_font_shadow_color, int p_shadow_outline_size, const Point2 &p_shadow_ofs, int &r_processed_glyphs) {
	ERR_FAIL_NULL_V(p_frame, 0);
	ERR_FAIL_COND_V(p_line < 0 || p_line >= (int)p_frame->lines.size(), 0);
	Vector2 off;
	Line &l = p_frame->lines[p_line];
	MutexLock lock(l.text_buf->get_mutex());
	Item *it_from = l.from;
	Item *it_to = (p_line + 1 < (int)p_frame->lines.size()) ? p_frame->lines[p_line + 1].from : nullptr;
	if (it_from == nullptr) {
		return 0;
	}
	RID ci = get_canvas_item();
	bool rtl = (l.text_buf->get_direction() == TextServer::DIRECTION_RTL);