Not to mention mixed-DPI. Apple is the only vendor who actually handles HiDPI and mixed-DPI environments really well in my opinion.
macOS can scale different parts of an application differently depending on which screen it is on. So if you are in the process of moving an application from one screen to another, it doesn't change size mid-move.
Windows can't do that, and I've even seen applications where all windows belonging to an application use the same DPI (chosen based on which window is in focus), regardless of the DPI of the screen the window itself is on.
So it seems to me the integration of mixed-DPI into window rendering APIs was not well handled by the development team behind its implementation in Windows.
The most common "solution" I see is lowering the resolution of the high-DPI display, but that's not a solution, that's actually not even a workaround, it is literally removing the problem by pretending my screen is not as good as it is.