### 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
if (!keysym.is_empty()) {
						key_label = fix_key_label(keysym[0], keycode);
					}
				}
				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_keycode(keycode);
				k->set_physical_keycode(physical_keycode);
				k->set_key_label(key_label);
				if (i + 1 < key_event_pos && key_event_buffer[i + 1].uMsg == WM_CHAR) {
					char32_t unicode = key_event_buffer[i + 1].wParam;
					static char32_t prev_wck = 0;
					if ((unicode & 0xfffffc00) == 0xd800) {
						if (prev_wck != 0) {
							ERR_PRINT("invalid utf16 surrogate input");
						}
						prev_wck = unicode;
						break; 
					} else if ((unicode & 0xfffffc00) == 0xdc00) {
						if (prev_wck == 0) {