### 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
int height = p2.y - p1.y;
		if (hdc) {
			HBITMAP hbm = CreateCompatibleBitmap(dc, width, height);
			if (hbm) {
				SelectObject(hdc, hbm);
				BitBlt(hdc, 0, 0, width, height, dc, p1.x, p1.y, SRCCOPY);
				BITMAPINFO bmp_info = {};
				bmp_info.bmiHeader.biSize = sizeof(bmp_info.bmiHeader);
				bmp_info.bmiHeader.biWidth = width;
				bmp_info.bmiHeader.biHeight = -height;
				bmp_info.bmiHeader.biPlanes = 1;
				bmp_info.bmiHeader.biBitCount = 32;
				bmp_info.bmiHeader.biCompression = BI_RGB;
				Vector<uint8_t> img_data;
				img_data.resize(width * height * 4);
				GetDIBits(hdc, hbm, 0, height, img_data.ptrw(), &bmp_info, DIB_RGB_COLORS);
				uint8_t *wr = (uint8_t *)img_data.ptrw();
				for (int i = 0; i < width * height; i++) {
					SWAP(wr[i * 4 + 0], wr[i * 4 + 2]);
				}
				img = Image::create_from_data(width, height, false, Image::FORMAT_RGBA8, img_data);
				DeleteObject(hbm);
			}
			DeleteDC(hdc);
		}
		ReleaseDC(NULL, dc);
	}
	return img;
}
float DisplayServerWindows::screen_get_refresh_rate(int p_screen) const {