### 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_
	p_screen = _get_screen_index(p_screen);
	EnumSizeData data = { 0, p_screen, Size2() };
	EnumDisplayMonitors(nullptr, nullptr, _MonitorEnumProcSize, (LPARAM)&data);
	return data.size;
}
static BOOL CALLBACK _MonitorEnumProcUsableSize(HMONITOR hMonitor, HDC hdcMonitor, LPRECT lprcMonitor, LPARAM dwData) {
	EnumRectData *data = (EnumRectData *)dwData;
	if (data->count == data->screen) {
		MONITORINFO minfo;
		memset(&minfo, 0, sizeof(MONITORINFO));
		minfo.cbSize = sizeof(MONITORINFO);
		GetMonitorInfoA(hMonitor, &minfo);
		data->rect.position.x = minfo.rcWork.left;
		data->rect.position.y = minfo.rcWork.top;
		data->rect.size.x = minfo.rcWork.right - minfo.rcWork.left;
		data->rect.size.y = minfo.rcWork.bottom - minfo.rcWork.top;
	}
	data->count++;
	return TRUE;
}
static BOOL CALLBACK _MonitorEnumProcRefreshRate(HMONITOR hMonitor, HDC hdcMonitor, LPRECT lprcMonitor, LPARAM dwData) {