### 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
case WINDOW_FLAG_TRANSPARENT: {
			return wd.layered_window;
		} break;
		case WINDOW_FLAG_NO_FOCUS: {
			return wd.no_focus;
		} break;
		case WINDOW_FLAG_MOUSE_PASSTHROUGH: {
			return wd.mpass;
		} break;
		case WINDOW_FLAG_POPUP: {
			return wd.is_popup;
		} break;
		default:
			break;
	}
	return false;
}
void DisplayServerWindows::window_request_attention(WindowID p_window) {
	_THREAD_SAFE_METHOD_
	ERR_FAIL_COND(!windows.has(p_window));
	const WindowData &wd = windows[p_window];
	FLASHWINFO info;
	info.cbSize = sizeof(FLASHWINFO);
	info.hwnd = wd.hWnd;
	info.dwFlags = FLASHW_TRAY;
	info.dwTimeout = 0;
	info.uCount = 2;
	FlashWindowEx(&info);
}
void DisplayServerWindows::window_move_to_foreground(WindowID p_window) {