### 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
String id = "SYSTEM\\CurrentControlSet\\Control\\Keyboard Layouts\\" + String::num_int64((int64_t)p_layout, 16, false).lpad(8, "0");
	String ret;
	HKEY hkey;
	WCHAR layout_text[1024];
	memset(layout_text, 0, 1024 * sizeof(WCHAR));
	if (RegOpenKeyExW(HKEY_LOCAL_MACHINE, (LPCWSTR)(id.utf16().get_data()), 0, KEY_QUERY_VALUE, &hkey) != ERROR_SUCCESS) {
		return ret;
	}
	DWORD buffer = 1024;
	DWORD vtype = REG_SZ;
	if (RegQueryValueExW(hkey, L"Layout Text", nullptr, &vtype, (LPBYTE)layout_text, &buffer) == ERROR_SUCCESS) {
		ret = String::utf16((const char16_t *)layout_text);
	}
	RegCloseKey(hkey);
	return ret;
}
String DisplayServerWindows::keyboard_get_layout_name(int p_index) const {