### 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 (lpb == nullptr) {
				return 0;
			}
			if (GetRawInputData((HRAWINPUT)lParam, RID_INPUT, lpb, &dwSize, sizeof(RAWINPUTHEADER)) != dwSize) {
				OutputDebugString(TEXT("GetRawInputData does not return correct size !\n"));
			}
			RAWINPUT *raw = (RAWINPUT *)lpb;
			if (raw->header.dwType == RIM_TYPEMOUSE) {
				Ref<InputEventMouseMotion> mm;
				mm.instantiate();
				mm->set_window_id(window_id);
				mm->set_ctrl_pressed(control_mem);
				mm->set_shift_pressed(shift_mem);
				mm->set_alt_pressed(alt_mem);
				mm->set_pressure((raw->data.mouse.ulButtons & RI_MOUSE_LEFT_BUTTON_DOWN) ? 1.0f : 0.0f);
				mm->set_button_mask(last_button_state);
				Point2i c(windows[window_id].width / 2, windows[window_id].height / 2);
				
				POINT pos = { (int)c.x, (int)c.y };
				ClientToScreen(windows[window_id].hWnd, &pos);
				SetCursorPos(pos.x, pos.y);
				mm->set_position(c);
				mm->set_global_position(c);
				mm->set_velocity(Vector2(0, 0));
				if (raw->data.mouse.usFlags == MOUSE_MOVE_RELATIVE) {
					mm->set_relative(Vector2(raw->data.mouse.lLastX, raw->data.mouse.lLastY));
				} else if (raw->data.mouse.usFlags == MOUSE_MOVE_ABSOLUTE) {
					int nScreenWidth = GetSystemMetrics(SM_CXVIRTUALSCREEN);
					int nScreenHeight = GetSystemMetrics(SM_CYVIRTUALSCREEN);
					int nScreenLeft = GetSystemMetrics(SM_XVIRTUALSCREEN);