### 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
EnumScreenData *data = (EnumScreenData *)dwData;
	if (data->monitor == hMonitor) {
		data->screen = data->count;
	}
	data->count++;
	return TRUE;
}
static BOOL CALLBACK _MonitorEnumProcCount(HMONITOR hMonitor, HDC hdcMonitor, LPRECT lprcMonitor, LPARAM dwData) {
	int *data = (int *)dwData;
	(*data)++;
	return TRUE;
}
int DisplayServerWindows::get_screen_count() const {
	_THREAD_SAFE_METHOD_
	int data = 0;
	EnumDisplayMonitors(nullptr, nullptr, _MonitorEnumProcCount, (LPARAM)&data);
	return data;
}
int DisplayServerWindows::get_primary_screen() const {
	EnumScreenData data = { 0, 0, 0 };
	EnumDisplayMonitors(nullptr, nullptr, _MonitorEnumProcPrim, (LPARAM)&data);
	return data.screen;
}
int DisplayServerWindows::get_keyboard_focus_screen() const {