### 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
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) {