### 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
SHC_PROCESS_DPI_UNAWARE = 0,
	SHC_PROCESS_SYSTEM_DPI_AWARE = 1,
	SHC_PROCESS_PER_MONITOR_DPI_AWARE = 2
} SHC_PROCESS_DPI_AWARENESS;
bool DisplayServerWindows::is_dark_mode_supported() const {
	return ux_theme_available;
}
bool DisplayServerWindows::is_dark_mode() const {
	return ux_theme_available && ShouldAppsUseDarkMode();
}
Color DisplayServerWindows::get_accent_color() const {
	if (!ux_theme_available) {
		return Color(0, 0, 0, 0);
	}
	int argb = GetImmersiveColorFromColorSetEx((UINT)GetImmersiveUserColorSetPreference(false, false), GetImmersiveColorTypeFromName(L"ImmersiveSystemAccent"), false, 0);
	return Color((argb & 0xFF) / 255.f, ((argb & 0xFF00) >> 8) / 255.f, ((argb & 0xFF0000) >> 16) / 255.f, ((argb & 0xFF000000) >> 24) / 255.f);
}
int DisplayServerWindows::tablet_get_driver_count() const {