### 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
switch (uMsg) {
		case WM_GETMINMAXINFO: {
			
			
			
		} break;
		case WM_NCCREATE: {
			
			
			CREATESTRUCTW *pCreate = (CREATESTRUCTW *)lParam;
			WindowData *pWindowData = reinterpret_cast<WindowData *>(pCreate->lpCreateParams);
			
			pWindowData->hWnd = hWnd;
		} break;
		default: {
			
			
			
			ERR_PRINT_ONCE(vformat("Unexpected window message 0x%x received for window we cannot recognize in our collection; sequence error.", uMsg));
		} break;
	}
	if (user_proc) {
		return CallWindowProcW(user_proc, hWnd, uMsg, wParam, lParam);
	}
	return DefWindowProcW(hWnd, uMsg, wParam, lParam);
}
LRESULT DisplayServerWindows::WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) {