### Godot version

v4.0.2.stable.official [7a0977c]

### System information

Window 10

### Issue description

If your project is set to `WINDOW_MODE_FULLSCREEN` in project settings, the first time you try to switch mode for `WINDOWED`, it will not switch properly.


### Steps to reproduce

1. Create a new project
2. Change project settings `Display > Window > Mode` for `FullScreen`
3. Run the following code :

Code that reproduce the issue:
```
func _ready():
	DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_WINDOWED)
	DisplayServer.window_set_size(Vector2i(800,600))
``` 

## Workaround
Calling the `window_set_mode` twice solve the issue...

```
func _ready():
	DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_WINDOWED)
	DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_WINDOWED)
	DisplayServer.window_set_size(Vector2i(800,600))
``` 


### Minimal reproduction project

N/A: reproduction steps are trivial
_THREAD_SAFE_METHOD_
	ERR_FAIL_COND_V(!windows.has(p_window), WINDOW_MODE_WINDOWED);
	const WindowData &wd = windows[p_window];
	if (wd.fullscreen) {
		if (wd.multiwindow_fs) {
			return WINDOW_MODE_FULLSCREEN;
		} else {
			return WINDOW_MODE_EXCLUSIVE_FULLSCREEN;
		}
	} else if (wd.minimized) {
		return WINDOW_MODE_MINIMIZED;
	} else if (wd.maximized) {
		return WINDOW_MODE_MAXIMIZED;
	} else {
		return WINDOW_MODE_WINDOWED;
	}
}
bool DisplayServerWindows::window_is_maximize_allowed(WindowID p_window) const {
	_THREAD_SAFE_METHOD_
	ERR_FAIL_COND_V(!windows.has(p_window), false);
	
	return true;
}
void DisplayServerWindows::window_set_flag(WindowFlags p_flag, bool p_enabled, WindowID p_window) {