### Godot version

v4.0.2.stable.official [7a0977c]

### System information

Window 10

### Issue description

If your project is set to `WINDOW_MODE_FULLSCREEN` in project settings, the first time you try to switch mode for `WINDOWED`, it will not switch properly.


### Steps to reproduce

1. Create a new project
2. Change project settings `Display > Window > Mode` for `FullScreen`
3. Run the following code :

Code that reproduce the issue:
```
func _ready():
	DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_WINDOWED)
	DisplayServer.window_set_size(Vector2i(800,600))
``` 

## Workaround
Calling the `window_set_mode` twice solve the issue...

```
func _ready():
	DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_WINDOWED)
	DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_WINDOWED)
	DisplayServer.window_set_size(Vector2i(800,600))
``` 


### Minimal reproduction project

N/A: reproduction steps are trivial
return true;
}
void DisplayServerWindows::enable_for_stealing_focus(OS::ProcessID pid) {
	_THREAD_SAFE_METHOD_
	AllowSetForegroundWindow(pid);
}
int DisplayServerWindows::keyboard_get_layout_count() const {
	return GetKeyboardLayoutList(0, nullptr);
}
int DisplayServerWindows::keyboard_get_current_layout() const {
	HKL cur_layout = GetKeyboardLayout(0);
	int layout_count = GetKeyboardLayoutList(0, nullptr);
	HKL *layouts = (HKL *)memalloc(layout_count * sizeof(HKL));
	GetKeyboardLayoutList(layout_count, layouts);
	for (int i = 0; i < layout_count; i++) {
		if (cur_layout == layouts[i]) {
			memfree(layouts);
			return i;
		}
	}
	memfree(layouts);
	return -1;
}
void DisplayServerWindows::keyboard_set_current_layout(int p_index) {