### Godot version

v4.0.2.stable.official [7a0977c]

### System information

Window 10

### Issue description

If your project is set to `WINDOW_MODE_FULLSCREEN` in project settings, the first time you try to switch mode for `WINDOWED`, it will not switch properly.


### Steps to reproduce

1. Create a new project
2. Change project settings `Display > Window > Mode` for `FullScreen`
3. Run the following code :

Code that reproduce the issue:
```
func _ready():
	DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_WINDOWED)
	DisplayServer.window_set_size(Vector2i(800,600))
``` 

## Workaround
Calling the `window_set_mode` twice solve the issue...

```
func _ready():
	DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_WINDOWED)
	DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_WINDOWED)
	DisplayServer.window_set_size(Vector2i(800,600))
``` 


### Minimal reproduction project

N/A: reproduction steps are trivial
}
				AXIS orientation[3];
				if (wintab_WTInfo(WTI_DEVICES + wd.wtlc.lcDevice, DVC_ORIENTATION, &orientation)) {
					wd.tilt_supported = orientation[0].axResolution && orientation[1].axResolution;
				}
			} else {
				print_verbose("WinTab context creation failed.");
			}
		} else {
			wd.wtctx = 0;
		}
		if (p_mode == WINDOW_MODE_MAXIMIZED) {
			wd.maximized = true;
			wd.minimized = false;
		}
		if (p_mode == WINDOW_MODE_MINIMIZED) {
			wd.maximized = false;
			wd.minimized = true;
		}
		wd.last_pressure = 0;
		wd.last_pressure_update = 0;
		wd.last_tilt = Vector2();
		
		wd.im_himc = ImmGetContext(wd.hWnd);
		ImmAssociateContext(wd.hWnd, (HIMC)0);
		wd.im_position = Vector2();
		if (p_mode == WINDOW_MODE_FULLSCREEN || p_mode == WINDOW_MODE_EXCLUSIVE_FULLSCREEN || p_mode == WINDOW_MODE_MAXIMIZED) {
			RECT r;
			GetClientRect(wd.hWnd, &r);
			ClientToScreen(wd.hWnd, (POINT *)&r.left);