### 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
window_set_transient(p_window, INVALID_WINDOW_ID);
	}
#ifdef VULKAN_ENABLED
	if (context_vulkan) {
		context_vulkan->window_destroy(p_window);
	}
#endif
#ifdef GLES3_ENABLED
	if (gl_manager) {
		gl_manager->window_destroy(p_window);
	}
#endif
	if ((tablet_get_current_driver() == "wintab") && wintab_available && windows[p_window].wtctx) {
		wintab_WTClose(windows[p_window].wtctx);
		windows[p_window].wtctx = 0;
	}
	DestroyWindow(windows[p_window].hWnd);
	windows.erase(p_window);
	if (last_focused_window == p_window) {
		last_focused_window = INVALID_WINDOW_ID;
	}
}
void DisplayServerWindows::gl_window_make_current(DisplayServer::WindowID p_window_id) {
#if defined(GLES3_ENABLED)
	if (gl_manager) {
		gl_manager->window_make_current(p_window_id);
	}
#endif
}
int64_t DisplayServerWindows::window_get_native_handle(HandleType p_handle_type, WindowID p_window) const {