### 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
_send_window_event(windows[C->get()], DisplayServerWindows::WINDOW_EVENT_CLOSE_REQUEST);
		}
		time_since_popup = OS::get_singleton()->get_ticks_msec();
		popup_list.push_back(p_window);
	}
}
void DisplayServerWindows::popup_close(WindowID p_window) {
	_THREAD_SAFE_METHOD_
	List<WindowID>::Element *E = popup_list.find(p_window);
	while (E) {
		List<WindowID>::Element *F = E->next();
		WindowID win_id = E->get();
		popup_list.erase(E);
		if (win_id != p_window) {
			
			_send_window_event(windows[win_id], DisplayServerWindows::WINDOW_EVENT_CLOSE_REQUEST);
		}
		E = F;
	}
}
LRESULT DisplayServerWindows::MouseProc(int code, WPARAM wParam, LPARAM lParam) {
	_THREAD_SAFE_METHOD_
	uint64_t delta = OS::get_singleton()->get_ticks_msec() - time_since_popup;
	if (delta > 250) {
		switch (wParam) {
			case WM_NCLBUTTONDOWN:
			case WM_NCRBUTTONDOWN:
			case WM_NCMBUTTONDOWN:
			case WM_LBUTTONDOWN:
			case WM_RBUTTONDOWN: