### 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
}
			}
			[[fallthrough]];
		}
		case WM_CHAR: {
			ERR_BREAK(key_event_pos >= KEY_EVENT_BUFFER_SIZE);
			
			KeyEvent ke;
			ke.shift = (wParam != VK_SHIFT) ? shift_mem : false;
			ke.alt = (!(wParam == VK_MENU && (uMsg == WM_KEYDOWN || uMsg == WM_SYSKEYDOWN))) ? alt_mem : false;
			ke.control = (wParam != VK_CONTROL) ? control_mem : false;
			ke.meta = meta_mem;
			ke.uMsg = uMsg;
			ke.window_id = window_id;
			if (ke.uMsg == WM_SYSKEYDOWN) {
				ke.uMsg = WM_KEYDOWN;
			}
			if (ke.uMsg == WM_SYSKEYUP) {
				ke.uMsg = WM_KEYUP;
			}
			ke.wParam = wParam;
			ke.lParam = lParam;
			key_event_buffer[key_event_pos++] = ke;
		} break;
		case WM_IME_COMPOSITION: {
			CANDIDATEFORM cf;
			cf.dwIndex = 0;
			cf.dwStyle = CFS_CANDIDATEPOS;
			cf.ptCurrentPos.x = windows[window_id].im_position.x;
			cf.ptCurrentPos.y = windows[window_id].im_position.y;