### 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
ss.s = shortcut_str;
				String errs;
				int line;
				VariantParser::parse(&ss, shortcut_var, errs, line);
				debugger_stop_shortcut = shortcut_var;
			}
			if (debugger_stop_shortcut.is_null()) {
				
				debugger_stop_shortcut.instantiate();
				debugger_stop_shortcut->set_events({ (Variant)InputEventKey::create_reference(Key::F8) });
			}
		}
		Ref<InputEventKey> k = p_ev;
		if (k.is_valid() && k->is_pressed() && !k->is_echo() && debugger_stop_shortcut->matches_event(k)) {
			EngineDebugger::get_singleton()->send_message("request_quit", Array());
		}
	}
	if (exclusive_child != nullptr) {
		if (!is_embedding_subwindows()) { 
			return;
		}
	}
	if (p_ev->get_device() != InputEvent::DEVICE_ID_INTERNAL) {
		emit_signal(SceneStringNames::get_singleton()->window_input, p_ev);
	}
	if (is_inside_tree()) {
		push_input(p_ev);
	}
}
void Window::_window_input_text(const String &p_text) {