### 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
push_text_input(p_text);
}
void Window::_window_drop_files(const Vector<String> &p_files) {
	emit_signal(SNAME("files_dropped"), p_files);
}
Viewport *Window::get_parent_viewport() const {
	ERR_READ_THREAD_GUARD_V(nullptr);
	if (get_parent()) {
		return get_parent()->get_viewport();
	} else {
		return nullptr;
	}
}
Window *Window::get_parent_visible_window() const {
	ERR_READ_THREAD_GUARD_V(nullptr);
	Viewport *vp = get_parent_viewport();
	Window *window = nullptr;
	while (vp) {
		window = Object::cast_to<Window>(vp);
		if (window && window->visible) {
			break;
		}
		if (!vp->get_parent()) {
			break;
		}
		vp = vp->get_parent()->get_viewport();
	}
	return window;
}
void Window::popup_on_parent(const Rect2i &p_parent_rect) {