### 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_PRINT("invalid utf16 surrogate input");
							break; 
						}
						unicode = (prev_wck << 10UL) + unicode - ((0xd800 << 10UL) + 0xdc00 - 0x10000);
						prev_wck = 0;
					} else {
						prev_wck = 0;
					}
					k->set_unicode(fix_unicode(unicode));
				}
				if (k->get_unicode() && gr_mem) {
					k->set_alt_pressed(false);
					k->set_ctrl_pressed(false);
				}
				k->set_echo((ke.uMsg == WM_KEYDOWN && (ke.lParam & (1 << 30))));
				Input::get_singleton()->parse_input_event(k);
			} break;
		}
	}
	key_event_pos = 0;
}
void DisplayServerWindows::_update_tablet_ctx(const String &p_old_driver, const String &p_new_driver) {
	for (KeyValue<WindowID, WindowData> &E : windows) {
		WindowData &wd = E.value;
		wd.block_mm = false;
		if ((p_old_driver == "wintab") && wintab_available && wd.wtctx) {
			wintab_WTEnable(wd.wtctx, false);
			wintab_WTClose(wd.wtctx);
			wd.wtctx = 0;
		}