### 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
k.instantiate();
					Key keycode = KeyMappingWindows::get_keysym(MapVirtualKey((ke.lParam >> 16) & 0xFF, MAPVK_VSC_TO_VK));
					Key key_label = keycode;
					Key physical_keycode = KeyMappingWindows::get_scansym((ke.lParam >> 16) & 0xFF, ke.lParam & (1 << 24));
					static BYTE keyboard_state[256];
					memset(keyboard_state, 0, 256);
					wchar_t chars[256] = {};
					UINT extended_code = MapVirtualKey((ke.lParam >> 16) & 0xFF, MAPVK_VSC_TO_VK_EX);
					if (!(ke.lParam & (1 << 24)) && ToUnicodeEx(extended_code, (ke.lParam >> 16) & 0xFF, keyboard_state, chars, 255, 4, GetKeyboardLayout(0)) > 0) {
						String keysym = String::utf16((char16_t *)chars, 255);
						if (!keysym.is_empty()) {
							key_label = fix_key_label(keysym[0], keycode);
						}
					}
					k->set_window_id(ke.window_id);
					if (keycode != Key::SHIFT) {
						k->set_shift_pressed(ke.shift);
					}
					if (keycode != Key::ALT) {
						k->set_alt_pressed(ke.alt);
					}
					if (keycode != Key::CTRL) {
						k->set_ctrl_pressed(ke.control);
					}
					if (keycode != Key::META) {
						k->set_meta_pressed(ke.meta);
					}
					k->set_pressed(true);
					k->set_keycode(keycode);
					k->set_physical_keycode(physical_keycode);