### 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
SetCursorPos(pos.x, pos.y);
			SetCapture(wd.hWnd);
			_register_raw_input_devices(window_id);
		}
	} else {
		
		ReleaseCapture();
		ClipCursor(nullptr);
		_register_raw_input_devices(INVALID_WINDOW_ID);
	}
	if (p_mode == MOUSE_MODE_HIDDEN || p_mode == MOUSE_MODE_CAPTURED || p_mode == MOUSE_MODE_CONFINED_HIDDEN) {
		if (hCursor == nullptr) {
			hCursor = SetCursor(nullptr);
		} else {
			SetCursor(nullptr);
		}
	} else {
		CursorShape c = cursor_shape;
		cursor_shape = CURSOR_MAX;
		cursor_set_shape(c);
	}
}
DisplayServer::WindowID DisplayServerWindows::_get_focused_window_or_popup() const {
	const List<WindowID>::Element *E = popup_list.back();
	if (E) {
		return E->get();
	}
	return last_focused_window;
}
void DisplayServerWindows::_register_raw_input_devices(WindowID p_target_window) {