### 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
return;
		}
		if (PowerSetRequest(power_request, POWER_REQUEST_TYPE::PowerRequestSystemRequired) == 0) {
			print_error("Failed to request system sleep override.");
			return;
		}
		if (PowerSetRequest(power_request, POWER_REQUEST_TYPE::PowerRequestDisplayRequired) == 0) {
			print_error("Failed to request display timeout override.");
			return;
		}
	} else {
		PowerClearRequest(power_request, POWER_REQUEST_TYPE::PowerRequestSystemRequired);
		PowerClearRequest(power_request, POWER_REQUEST_TYPE::PowerRequestDisplayRequired);
		CloseHandle(power_request);
		power_request = nullptr;
	}
	keep_screen_on = p_enable;
}
bool DisplayServerWindows::screen_is_kept_on() const {
	return keep_screen_on;
}
Vector<DisplayServer::WindowID> DisplayServerWindows::get_window_list() const {
	_THREAD_SAFE_METHOD_
	Vector<DisplayServer::WindowID> ret;
	for (const KeyValue<WindowID, WindowData> &E : windows) {
		ret.push_back(E.key);
	}
	return ret;
}
DisplayServer::WindowID DisplayServerWindows::get_window_at_screen_position(const Point2i &p_position) const {