### 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
if (windows[window_id].mpass) {
				return HTTRANSPARENT;
			}
		} break;
		case WM_MOUSEACTIVATE: {
			if (windows[window_id].no_focus) {
				return MA_NOACTIVATEANDEAT; 
			} else if (windows[window_id].is_popup) {
				return MA_NOACTIVATE; 
			}
		} break;
		case WM_SETFOCUS: {
			windows[window_id].window_has_focus = true;
			last_focused_window = window_id;
			
			_set_mouse_mode_impl(mouse_mode);
			if (!app_focused) {
				if (OS::get_singleton()->get_main_loop()) {
					OS::get_singleton()->get_main_loop()->notification(MainLoop::NOTIFICATION_APPLICATION_FOCUS_IN);
				}
				app_focused = true;
			}
		} break;
		case WM_KILLFOCUS: {
			windows[window_id].window_has_focus = false;
			last_focused_window = window_id;
			
			ReleaseCapture();
			
			for (const KeyValue<int, Vector2> &E : touch_state) {