### 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)

queue_redraw();
		return true;
	}
}
void RichTextLabel::_process_line_caches() {
	
	if (!is_inside_tree()) {
		return;
	}
	MutexLock data_lock(data_mutex);
	Rect2 text_rect = _get_text_rect();
	float ctrl_height = get_size().height;
	int fi = main->first_invalid_line.load();
	int total_chars = main->lines[fi].char_offset;
	float old_scroll = vscroll->get_value();
	float total_height = 0;
	if (fi != 0) {
		int sr = MIN(main->first_invalid_font_line.load(), main->first_resized_line.load());
		
		for (int i = main->first_invalid_font_line.load(); i < fi; i++) {
			_update_line_font(main, i, theme_cache.normal_font, theme_cache.normal_font_size);
			main->first_invalid_font_line.store(i);
			if (stop_thread.load()) {
				return;
			}
		}
		
		if (sr != 0) {
			total_height = _calculate_line_vertical_offset(main->lines[sr - 1]);
		}