### 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 (drop_events) {
		if (user_proc) {
			return CallWindowProcW(user_proc, hWnd, uMsg, wParam, lParam);
		} else {
			return DefWindowProcW(hWnd, uMsg, wParam, lParam);
		}
	}
	WindowID window_id = INVALID_WINDOW_ID;
	bool window_created = false;
	
	
	
	for (const KeyValue<WindowID, WindowData> &E : windows) {
		if (E.value.hWnd == hWnd) {
			window_id = E.key;
			window_created = true;
			break;
		}
	}
	
	
	
	if (!window_created) {
		
		return _handle_early_window_message(hWnd, uMsg, wParam, lParam);
	}
	
	switch (uMsg) {
		case WM_NCHITTEST: {