### Godot version

v4.1.beta3.official [ada712e06]

### System information

Godot v4.1.beta3 - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4090 (NVIDIA; 31.0.15.3623) - AMD Ryzen 9 7950X 16-Core Processor (32 Threads)

### Issue description

Related: #77378 (Might be caused by this).

When a project is launched with `display/window/size/mode` set to `Fullscreen` the main window will instead open in `Exclusive Fullscreen`. Moving the window in place seems to fix this, but I'm hesitant to call that a proper solution:

I.e. add `MoveWindow(...)` after creating the window here (or during it):
https://github.com/godotengine/godot/blob/9d089fe6e501e4818fed1b0688631c4d65d1ba35/platform/windows/display_server_windows.cpp#L4311
It might be enough to send one of the messages that `MoveWindow` does https://learn.microsoft.com/en-us/windows/win32/api/winuser/nf-winuser-movewindow#remarks but I haven't tested.

### Steps to reproduce

Open a project on Windows with `display/window/size/mode` set to `Fullscreen`.

### Minimal reproduction project

N/A
int nScreenTop = GetSystemMetrics(SM_YVIRTUALSCREEN);
					Vector2 abs_pos(
							(double(raw->data.mouse.lLastX) - 65536.0 / (nScreenWidth)) * nScreenWidth / 65536.0 + nScreenLeft,
							(double(raw->data.mouse.lLastY) - 65536.0 / (nScreenHeight)) * nScreenHeight / 65536.0 + nScreenTop);
					POINT coords; 
					coords.x = abs_pos.x;
					coords.y = abs_pos.y;
					ScreenToClient(hWnd, &coords);
					mm->set_relative(Vector2(coords.x - old_x, coords.y - old_y));
					old_x = coords.x;
					old_y = coords.y;
				}
				if ((windows[window_id].window_has_focus || windows[window_id].is_popup) && mm->get_relative() != Vector2()) {
					Input::get_singleton()->parse_input_event(mm);
				}
			}
			delete[] lpb;
		} break;
		case WT_CSRCHANGE:
		case WT_PROXIMITY: {
			if ((tablet_get_current_driver() == "wintab") && wintab_available && windows[window_id].wtctx) {
				AXIS pressure;
				if (wintab_WTInfo(WTI_DEVICES + windows[window_id].wtlc.lcDevice, DVC_NPRESSURE, &pressure)) {
					windows[window_id].min_pressure = int(pressure.axMin);
					windows[window_id].max_pressure = int(pressure.axMax);
				}
				AXIS orientation[3];
				if (wintab_WTInfo(WTI_DEVICES + windows[window_id].wtlc.lcDevice, DVC_ORIENTATION, &orientation)) {
					windows[window_id].tilt_supported = orientation[0].axResolution && orientation[1].axResolution;
				}