### Godot version

v4.0.2.stable.official [7a0977c]

### System information

Window 10

### Issue description

If your project is set to `WINDOW_MODE_FULLSCREEN` in project settings, the first time you try to switch mode for `WINDOWED`, it will not switch properly.


### Steps to reproduce

1. Create a new project
2. Change project settings `Display > Window > Mode` for `FullScreen`
3. Run the following code :

Code that reproduce the issue:
```
func _ready():
	DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_WINDOWED)
	DisplayServer.window_set_size(Vector2i(800,600))
``` 

## Workaround
Calling the `window_set_mode` twice solve the issue...

```
func _ready():
	DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_WINDOWED)
	DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_WINDOWED)
	DisplayServer.window_set_size(Vector2i(800,600))
``` 


### Minimal reproduction project

N/A: reproduction steps are trivial
mb->set_button_index(MouseButton::WHEEL_UP);
					} else {
						mb->set_button_index(MouseButton::WHEEL_DOWN);
					}
					mb->set_factor(fabs((double)motion / (double)WHEEL_DELTA));
				} break;
				case WM_MOUSEHWHEEL: {
					mb->set_pressed(true);
					int motion = (short)HIWORD(wParam);
					if (!motion) {
						return 0;
					}
					if (motion < 0) {
						mb->set_button_index(MouseButton::WHEEL_LEFT);
					} else {
						mb->set_button_index(MouseButton::WHEEL_RIGHT);
					}
					mb->set_factor(fabs((double)motion / (double)WHEEL_DELTA));
				} break;
				case WM_XBUTTONDOWN: {
					mb->set_pressed(true);
					if (HIWORD(wParam) == XBUTTON1) {
						mb->set_button_index(MouseButton::MB_XBUTTON1);
					} else {
						mb->set_button_index(MouseButton::MB_XBUTTON2);
					}
				} break;
				case WM_XBUTTONUP: {
					mb->set_pressed(false);
					if (HIWORD(wParam) == XBUTTON1) {