### 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
ERR_FAIL_INDEX_V(p_screen, get_screen_count(), Ref<Image>());
	switch (p_screen) {
		case SCREEN_PRIMARY: {
			p_screen = get_primary_screen();
		} break;
		case SCREEN_OF_MAIN_WINDOW: {
			p_screen = window_get_current_screen(MAIN_WINDOW_ID);
		} break;
		default:
			break;
	}
	Point2i pos = screen_get_position(p_screen) + _get_screens_origin();
	Size2i size = screen_get_size(p_screen);
	POINT p1;
	p1.x = pos.x;
	p1.y = pos.y;
	POINT p2;
	p2.x = pos.x + size.x;
	p2.y = pos.y + size.y;
	if (win81p_LogicalToPhysicalPointForPerMonitorDPI) {
		win81p_LogicalToPhysicalPointForPerMonitorDPI(0, &p1);
		win81p_LogicalToPhysicalPointForPerMonitorDPI(0, &p2);
	}
	Ref<Image> img;
	HDC dc = GetDC(0);
	if (dc) {
		HDC hdc = CreateCompatibleDC(dc);
		int width = p2.x - p1.x;