### 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
use_raw_input = true;
	RAWINPUTDEVICE rid[1] = {};
	rid[0].usUsagePage = 0x01;
	rid[0].usUsage = 0x02;
	rid[0].dwFlags = 0;
	if (p_target_window != INVALID_WINDOW_ID && windows.has(p_target_window)) {
		
		rid[0].hwndTarget = windows[p_target_window].hWnd;
	} else {
		
		rid[0].hwndTarget = 0;
	}
	if (RegisterRawInputDevices(rid, 1, sizeof(rid[0])) == FALSE) {
		
		use_raw_input = false;
	}
}
bool DisplayServerWindows::tts_is_speaking() const {
	ERR_FAIL_COND_V_MSG(!tts, false, "Enable the \"audio/general/text_to_speech\" project setting to use text-to-speech.");
	return tts->is_speaking();
}
bool DisplayServerWindows::tts_is_paused() const {
	ERR_FAIL_COND_V_MSG(!tts, false, "Enable the \"audio/general/text_to_speech\" project setting to use text-to-speech.");
	return tts->is_paused();
}
TypedArray<Dictionary> DisplayServerWindows::tts_get_voices() const {