### 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)

int slice = table->columns[i].expand_ratio * remaining_width / total_ratio;
									int incr = MIN(dif, slice);
									table->columns[i].width += incr;
									table->total_width += incr;
								}
							}
						}
					}
				}
				
				idx = 0;
				table->total_height = 0;
				table->rows.clear();
				table->rows_baseline.clear();
				Vector2 offset;
				float row_height = 0.0;
				for (const List<Item *>::Element *E = table->subitems.front(); E; E = E->next()) {
					ERR_CONTINUE(E->get()->type != ITEM_FRAME); 
					ItemFrame *frame = static_cast<ItemFrame *>(E->get());
					int column = idx % col_count;
					offset.x += frame->padding.position.x;
					float yofs = frame->padding.position.y;
					float prev_h = 0;
					float row_baseline = 0.0;
					for (int i = 0; i < (int)frame->lines.size(); i++) {
						MutexLock sub_lock(frame->lines[i].text_buf->get_mutex());
						frame->lines[i].text_buf->set_width(table->columns[column].width);
						table->columns[column].width = MAX(table->columns[column].width, ceil(frame->lines[i].text_buf->get_size().x));
						frame->lines[i].offset.y = prev_h;
						float h = frame->lines[i].text_buf->get_size().y + (frame->lines[i].text_buf->get_line_count() - 1) * theme_cache.line_separation;