### 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)

const_cast<RichTextLabel *>(this)->_validate_line_caches();
	int tg = 0;
	Item *it = main;
	while (it) {
		if (it->type == ITEM_FRAME) {
			ItemFrame *f = static_cast<ItemFrame *>(it);
			for (int i = 0; i < (int)f->lines.size(); i++) {
				MutexLock lock(f->lines[i].text_buf->get_mutex());
				tg += TS->shaped_text_get_glyph_count(f->lines[i].text_buf->get_rid());
			}
		}
		it = _get_next_item(it, true);
	}
	return tg;
}
Size2 RichTextLabel::get_minimum_size() const {
	Size2 sb_min_size = theme_cache.normal_style->get_minimum_size();
	Size2 min_size;
	if (fit_content) {
		min_size.x = get_content_width();
		min_size.y = get_content_height();
	}
	return sb_min_size +
			((autowrap_mode != TextServer::AUTOWRAP_OFF) ? Size2(1, min_size.height) : min_size);
}
void RichTextLabel::_generate_context_menu() {