### 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)

Item *it = p_frame;
	while (it) {
		ItemFX *ifx = nullptr;
		if (it->type == ITEM_CUSTOMFX || it->type == ITEM_SHAKE || it->type == ITEM_WAVE || it->type == ITEM_TORNADO || it->type == ITEM_RAINBOW || it->type == ITEM_PULSE) {
			ifx = static_cast<ItemFX *>(it);
		}
		if (!ifx) {
			it = _get_next_item(it, true);
			continue;
		}
		ifx->elapsed_time += p_delta_time;
		ItemShake *shake = nullptr;
		if (it->type == ITEM_SHAKE) {
			shake = static_cast<ItemShake *>(it);
		}
		if (shake) {
			bool cycle = (shake->elapsed_time > (1.0f / shake->rate));
			if (cycle) {
				shake->elapsed_time -= (1.0f / shake->rate);
				shake->reroll_random();
			}
		}
		it = _get_next_item(it, true);
	}
}
int RichTextLabel::_find_first_line(int p_from, int p_to, int p_vofs) const {