### 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
screen_size.x = video_mode.x;
				screen_size.y = video_mode.x / viewport_aspect;
			}
		}
		screen_size = screen_size.floor();
		viewport_size = viewport_size.floor();
		Size2 margin;
		Size2 offset;
		if (content_scale_aspect != CONTENT_SCALE_ASPECT_EXPAND && screen_size.x < video_mode.x) {
			margin.x = Math::round((video_mode.x - screen_size.x) / 2.0);
			offset.x = Math::round(margin.x * viewport_size.y / screen_size.y);
		} else if (content_scale_aspect != CONTENT_SCALE_ASPECT_EXPAND && screen_size.y < video_mode.y) {
			margin.y = Math::round((video_mode.y - screen_size.y) / 2.0);
			offset.y = Math::round(margin.y * viewport_size.x / screen_size.x);
		}
		switch (content_scale_mode) {
			case CONTENT_SCALE_MODE_DISABLED: {
				
				
			} break;
			case CONTENT_SCALE_MODE_CANVAS_ITEMS: {
				final_size = screen_size;
				final_size_override = viewport_size / content_scale_factor;
				attach_to_screen_rect = Rect2(margin, screen_size);
				font_oversampling = (screen_size.x / viewport_size.x) * content_scale_factor;
				window_transform.translate_local(margin);
			} break;
			case CONTENT_SCALE_MODE_VIEWPORT: {
				final_size = (viewport_size / content_scale_factor).floor();
				attach_to_screen_rect = Rect2(margin, screen_size);