### 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_MAIN_THREAD_GUARD;
	set_visible(false);
}
void Window::set_visible(bool p_visible) {
	ERR_MAIN_THREAD_GUARD;
	if (visible == p_visible) {
		return;
	}
	if (!is_inside_tree()) {
		visible = p_visible;
		return;
	}
	ERR_FAIL_COND_MSG(get_parent() == nullptr, "Can't change visibility of main window.");
	visible = p_visible;
	
	updating_child_controls = false;
	Viewport *embedder_vp = get_embedder();
	if (!embedder_vp) {
		if (!p_visible && window_id != DisplayServer::INVALID_WINDOW_ID) {
			_clear_window();
		}
		if (p_visible && window_id == DisplayServer::INVALID_WINDOW_ID) {
			_make_window();
		}
	} else {
		if (visible) {
			embedder = embedder_vp;
			if (initial_position != WINDOW_INITIAL_POSITION_ABSOLUTE) {
				position = (embedder->get_visible_rect().size - size) / 2;
			}