### 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
ERR_READ_THREAD_GUARD_V(Rect2i());
	Size2i limit = p_parent_rect.size;
	if (p_rect.position.x + p_rect.size.x > limit.x) {
		p_rect.position.x = limit.x - p_rect.size.x;
	}
	if (p_rect.position.y + p_rect.size.y > limit.y) {
		p_rect.position.y = limit.y - p_rect.size.y;
	}
	if (p_rect.position.x < 0) {
		p_rect.position.x = 0;
	}
	int title_height = get_flag(Window::FLAG_BORDERLESS) ? 0 : get_theme_constant(SNAME("title_height"));
	if (p_rect.position.y < title_height) {
		p_rect.position.y = title_height;
	}
	return p_rect;
}
Size2 Window::get_contents_minimum_size() const {
	ERR_READ_THREAD_GUARD_V(Size2());
	return _get_contents_minimum_size();
}
Size2 Window::get_clamped_minimum_size() const {
	ERR_READ_THREAD_GUARD_V(Size2());
	if (!wrap_controls) {
		return min_size;
	}
	return min_size.max(get_contents_minimum_size());
}
void Window::grab_focus() {