Indeed, I do..
It might depend on what you're doing, though. I'll explain.. bigger window size, means your sprites will end up being bigger to match, so everything will end up using more cpu. In most cases, this is not really a problem on PC, but if there's going to be a very large amount of sprites, it can add up.
I've been working on stuff for mobile, so I'm not really an expert here, but I think I know what I'm talking about.
This is actually true if the fullscreen property is off, or if the actual size of the window of the game is the size you specified,Else, the rule is more if the screen is larger it will cost more tile (not much if the the scaling mode is set on low quality), if it is smaller it will cost less time (regardless of the scaling quality). The size of the graphics themselves is what matters in reality, as as long as you have a scaling on your game the window size is really not that important due to the scaling itself (it serves as a reference, but since you can specify one and obtain the result you want anyway, it is more a "first choice for editing convenience" that is not that big, that is why the aspect ratio is far more important with it.)
Also a big layout size means nothing at all (it is litterally just two numbers that influence soem behaviors like the destroy outside layout, and lock the scrolling only if you want to) what is inside is what matters.