I do prefer to turn my head side to side rather than up and down, so right now I'm happiest with a 5120x1440 49" monitor and may consider a 7680x2160 57" monitor sometime in the future.
Doing all of this still felt cumbersome and then it dawned on me about a year ago, because I don’t game or watch full screen video, I think I’d much prefer the old 4x3 screens for my workflow.
The best productivity for me is a separate machine per context (with synergy or similar), because it won't clutter the alt-tab.
Fast userswitching doesn't work, as I'll have to switch back and forth between users (roles actually). I simply want isolated users, with their own filesystem/directory, but still be able to control them at the same time (virtual KVM).
Ideally, I'd create "contexts" or users on my mac, and split / arrange parts of my monitor as desktops. I thought about using parallels or X11 to mimic this behavior, but it simply is not the same.
MacOS's stage manager kind of works, but it's very buggy, and it won't get you an isolated filesystem. I've "solved" having the browser for different purposes by creating separate instances (not just separate profiles, but actual executables) of chrome (dev, social media, general browsing), which helps a lot, but I can't do that with everything
This "fractional scaling" might be a problem of Wayland and/or Gnome, but it certainly it is not a problem of Linux or of X Window System.
In any non-stupid graphics environment you need just to set an appropriate value for the dots-per-inch parameter, which will inform all applications about the physical size of the pixels on your monitor (allowing the rendering algorithms to scale arbitrarily any graphic elements).
Any non-stupid application must specify the size of the fonts in typographic points, not in pixels. When this is done, the fonts will be rendered at the same size on any monitor, but beautifully on a 4k monitor and uglier on a Full HD monitor.
The resolution of a Full HD monitor is extremely low in comparison with printed paper, so the fonts rendered on it are greatly distorted in comparison with their true outlines. A 4k monitor is much better, but at normal desktop sizes it is still inferior to printed paper, so for big monitors even better resolutions are needed to recreate the same experience that has been available for hundreds of years when reading printed books. A 4k monitor can match the retina resolution only for very small screens or for desktop monitors seen from a great distance, much greater than a normal work distance.
Similarly, any non-stupid drawing applications must not specify any dimensions in pixels, but in proper length units or in units relative to the dimensions of the screen or of the windows, and then the sizes will be the same everywhere, but all graphical elements will be more beautiful on a 4k monitor.
This was already elementary knowledge more than 30 years ago, and recommended since the most ancient versions of X Window System and MS Windows. I do not even know when this modern "fractional scaling" junk problem has appeared and who is guilty of it.
I have switched to using only 4k monitors with my desktops and laptops, on all of which I use Linux (with XFCE), about a decade ago, and during all this time I never had any kind of scaling problems, except with several professional (!!) applications written in Java by incompetent programmers, which not only ignore the system settings, so they show pixel-sized windows and fonts, but they also do not have any option for choosing another font or at least another font size (so much for the "run anywhere" claim of Java).
Correcting this is a very small change that would have been much simpler than inventing the various "integer scaling" and "fractional scaling" gimmicks, which have been included in some desktop environments.
Using the correct units in graphics APIs is not "programming font rendering". It would have been better if pixels would have never been exposed in any graphics APIs after the introduction of scalable font rendering and scalable drawing, removing thus any future scaling problems, but it was tempting to provide them to enable optimizations, especially during times when many were still using very low resolution VGA displays.
However such optimizations are typically useless, because they optimize an application only for the display that happens to be used by the developer, not for the display of the final user. Optimizations for the latter can be achieved only by allowing the users to modify any sizes, to be able to choose those that look best on their hardware.