### 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
ERR_READ_THREAD_GUARD_V(false);
	return visible;
}
Size2i Window::_clamp_window_size(const Size2i &p_size) {
	Size2i window_size_clamped = p_size;
	Size2 minsize = get_clamped_minimum_size();
	window_size_clamped = window_size_clamped.max(minsize);
	if (max_size_used != Size2i()) {
		window_size_clamped = window_size_clamped.min(max_size_used);
	}
	return window_size_clamped;
}
void Window::_update_window_size() {
	Size2i size_limit = get_clamped_minimum_size();
	size = size.max(size_limit);
	bool reset_min_first = false;
	if (max_size_used != Size2i()) {
		
		size = size.min(max_size_used);
		if (size_limit.x > max_size_used.x) {
			size_limit.x = max_size_used.x;
			reset_min_first = true;
		}
		if (size_limit.y > max_size_used.y) {
			size_limit.y = max_size_used.y;
			reset_min_first = true;
		}
	}
	if (embedder) {
		size.x = MAX(size.x, 1);