How you calculate collision is up to you so you can modify the rectangle given by getGlobalBounds before using it in collision calculations. You can, in face, use an entirely different rectangle or even a completely different shape; you just need to able to know which one you are using for which graphic.
A basic example of the first method to "shrink" the rectangle:
sf::IntRect spriteBounds{ sprite.getGlobalBounds(); };
const sf::Vector2i spriteBoundsShrinkMargin{ 2, 1 }; // shrink bounds rectangle by removing 2 pixels from each horizonal edge (left and right) and 1 pixel from each vertical edge (top and bottom)
spriteBounds.left += spriteBoundsShrinkMargin.x;
spriteBounds.top += spriteBoundsShrinkMargin.y;
spriteBounds.width -= spriteBoundsShrinkMargin.x * 2;
spriteBounds.height -= spriteBoundsShrinkMargin.y * 2;
// use spriteBounds to calculate collisions