### 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)

a.append(Color::html(values[j]));
			} else if (!nodepath.search(values[j]).is_null()) {
				if (values[j].begins_with("$")) {
					String v = values[j].substr(1, values[j].length());
					a.append(NodePath(v));
				}
			} else if (!boolean.search(values[j]).is_null()) {
				if (values[j] == "true") {
					a.append(true);
				} else if (values[j] == "false") {
					a.append(false);
				}
			} else if (!decimal.search(values[j]).is_null()) {
				a.append(values[j].to_float());
			} else if (!numerical.search(values[j]).is_null()) {
				a.append(values[j].to_int());
			} else {
				a.append(values[j]);
			}
		}
#endif
		if (values.size() > 1) {
			d[key] = a;
		} else if (values.size() == 1) {
			d[key] = a[0];
		}
	}
	return d;
}
RichTextLabel::RichTextLabel(const String &p_text) {