### 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 (embedder) {
					if (initial_position != WINDOW_INITIAL_POSITION_ABSOLUTE) {
						position = (embedder->get_visible_rect().size - size) / 2;
					}
					embedder->_sub_window_register(this);
					RS::get_singleton()->viewport_set_update_mode(get_viewport_rid(), RS::VIEWPORT_UPDATE_WHEN_PARENT_VISIBLE);
					_update_window_size();
				}
			} else {
				if (!get_parent()) {
					
					visible = true; 
					window_id = DisplayServer::MAIN_WINDOW_ID;
					DisplayServer::get_singleton()->window_attach_instance_id(get_instance_id(), window_id);
					_update_from_window();
					
					{
						position = DisplayServer::get_singleton()->window_get_position(window_id);
						size = DisplayServer::get_singleton()->window_get_size(window_id);
						focused = DisplayServer::get_singleton()->window_is_focused(window_id);
					}
					_update_window_size(); 
					_update_viewport_size(); 
					_update_window_callbacks();
					RS::get_singleton()->viewport_set_update_mode(get_viewport_rid(), RS::VIEWPORT_UPDATE_WHEN_VISIBLE);
				} else {
					
					if (visible) {
						_make_window();