### 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
RBMap<int, Vector2>::Element *curr = touch_state.find(idx);
	if (!curr) {
		return;
	}
	if (curr->get() == Vector2(p_x, p_y)) {
		return;
	}
	Ref<InputEventScreenDrag> event;
	event.instantiate();
	event->set_window_id(p_window);
	event->set_index(idx);
	event->set_position(Vector2(p_x, p_y));
	event->set_relative(Vector2(p_x, p_y) - curr->get());
	Input::get_singleton()->parse_input_event(event);
	curr->get() = Vector2(p_x, p_y);
}
void DisplayServerWindows::_send_window_event(const WindowData &wd, WindowEvent p_event) {