I have updated the project for the minimum possible code
Godot version:
3.2.1 mono
OS/device including version:
win10 64
Issue description:
The scaling is different from 3.2. rc2, this includes las version 3.2.1.
I am not sure how I should describe this.
The position of the object during scaling seems to use integers and that is why these movements occur on the X and Y axes, this does not happen in 3.2 rc1.
In this gif the scaling is nice and apparently correct with 3.2 rc1

In this gif the label object has more abrupt movements, it seems that its position is changed and it is located again with integer values, this happens from 3.2 rc2

Steps to reproduce:
Open the Node2D scene and run the scene.
Minimal reproduction project:
testGenerales.zip
I tested 3.2 beta 6, RC 1 and RC 2 but it behaves the same (abrupt, like second GIF) in both versions. Edit: Same behavior in 3.2 beta 1 and beta 4.
Note that you probably want to enable Filter on the DynamicFont when changing its scale at runtime. This will make the font look a bit less sharp, but it will look much better when its scale changes.
I tried the versions: 3.1.2 stable - 3.2 alpha 1 and 3.2.1 stable, but all of them behave as in the 2nd GIF.
I have tested on my laptop and on my desktop computer.
The difference occurs as I previously put in the GIF.
In 3.2.1 rc1 everything happens correctly (first GIF)
In 3.2.1 stable abrupt scaling happens (second GIF)
I think it's related to https://github.com/godotengine/godot/pull/32959
I think it's related to #32959
I think the same, it's the same problem.
It seems that this problem (in my case) is due to the activation of the "Snap Control to Pixels" option.
When you deactivate it the problem disappears, I do not know what is the use of this option, why would someone activate it?
I would recommend that it be disabled by default, don't you think?

@Torguen "Snap Controls To Pixels" is basically "Use Pixel Snap", but for Control-derived nodes instead of Node2D-derived nodes. You generally want to leave it on as disabling it will make controls look less crisp.
@Torguen "Snap Controls To Pixels" is basically "Use Pixel Snap", but for Control-derived nodes instead of Node2D-derived nodes. You generally want to leave it on as disabling it will make controls look less crisp.
So there is a conflict here.
Activating the option reduces the quality of the scaling as we have already seen.
Well, it鈥檚 more a bug than a conflict, the "snap controls to pixels" option鈥檚 behaviour is suspicious here
Most helpful comment
So there is a conflict here.
Activating the option reduces the quality of the scaling as we have already seen.