Scaling issue was caused by this auto generated html side code

From my experience I can tell you that I always left out that bit of code from my HTML5 templates.
Beside from being useless, as the initial-scale should always be 1.0 in the case of a single canvas
covering the whole screen, it actually renders the canvas at the wrong resolution if the devicePixelRatio
of the target device is indeed higher than 2.

Say we have a project.xml including:

<window width="0" height="0" resizable="false" fps="60" if="html5" />
<window allow-high-dpi="true" />
<haxedef name="openfl_dpi_aware" />

and run something simple like:

package;
import openfl.display.Sprite;
import openfl.Lib;

class Main extends Sprite 
{
	public function new() 
	{
		super();
	}
}

on a 1280x720 device with a devicePixelRatio of 3, it creates a canvas of 5760x3240
instead of 3840x2160.