Dynamically change canvas size

Ok thanks! So the current solution is to set the zoom mode to NONE and then resize the window in the resize event.

{
    mode: Phaser.Scale.NONE,
    width: window.innerWidth/ZOOM_LEVEL,
    height: window.innerHeight/ZOOM_LEVEL,
    zoom: ZOOM_LEVEL
}

window.addEventListener("resize", () => {
        game.scale.resize(window.innerWidth/ZOOM_LEVEL, window.innerHeight/ZOOM_LEVEL);
    },false
);

This works, but it still feels like a workaround for the fact that RESIZE mode and zoom simply don’t work together. Is it fair enough to call that a bug?
(I’ll mark the first reply as the answer since it answers the actual question in the title)