dragon3025 I was wrong, OS.set_window_size() really does little in fullscreen.
Instead, in addition to setting viewports size to reduce resolution, try also setting its size override (logical dimensions) to make it fill the window.
Godot is kind of a training engine I guess, so it tries to hide away some low level primitive aspects. The way it handles resolution is not without its logic though. My point is, to understand and utilize that logic might be more practical than to force it to be like in other engines. You could simply set Stretch Mode to 2d (or whatever it is named in the version you are using) and trust the system to render at its native resolution. It should be perfectly able to, unless your game really really pushes the graphics.