### 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 (SUCCEEDED(hr) && (x > 0) && (y > 0)) {
			dpiX = (int)x;
			dpiY = (int)y;
		}
	} else {
		static int overallX = 0, overallY = 0;
		if (overallX <= 0 || overallY <= 0) {
			HDC hdc = GetDC(nullptr);
			if (hdc) {
				overallX = GetDeviceCaps(hdc, LOGPIXELSX);
				overallY = GetDeviceCaps(hdc, LOGPIXELSY);
				ReleaseDC(nullptr, hdc);
			}
		}
		if (overallX > 0 && overallY > 0) {
			dpiX = overallX;
			dpiY = overallY;
		}
	}
	return (dpiX + dpiY) / 2;
}
static BOOL CALLBACK _MonitorEnumProcDpi(HMONITOR hMonitor, HDC hdcMonitor, LPRECT lprcMonitor, LPARAM dwData) {
	EnumDpiData *data = (EnumDpiData *)dwData;
	if (data->count == data->screen) {
		data->dpi = QueryDpiForMonitor(hMonitor);
	}
	data->count++;
	return TRUE;
}
int DisplayServerWindows::screen_get_dpi(int p_screen) const {