### 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
} break;
		case NOTIFICATION_TRANSLATION_CHANGED: {
			_invalidate_theme_cache();
			_update_theme_item_cache();
			if (!embedder && window_id != DisplayServer::INVALID_WINDOW_ID) {
				String tr_title = atr(title);
#ifdef DEBUG_ENABLED
				if (window_id == DisplayServer::MAIN_WINDOW_ID) {
					
					
					
					tr_title = vformat("%s (DEBUG)", tr_title);
				}
#endif
				DisplayServer::get_singleton()->window_set_title(tr_title, window_id);
			}
		} break;
		case NOTIFICATION_VISIBILITY_CHANGED: {
			if (unparent_when_invisible && !is_visible()) {
				Node *p = get_parent();
				if (p) {
					p->remove_child(this);
				}
			}
		} break;
		case NOTIFICATION_EXIT_TREE: {
			if (transient) {
				_clear_transient();
			}
			if (!is_embedded() && window_id != DisplayServer::INVALID_WINDOW_ID) {