### 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
atlas_rect.size.width = texture->get_width();
			atlas_rect.size.height = texture->get_height();
			atlas_rect.position.x = atlas_texture->get_region().position.x;
			atlas_rect.position.y = atlas_texture->get_region().position.y;
			texture_size.width = atlas_texture->get_region().size.x;
			texture_size.height = atlas_texture->get_region().size.y;
		} else {
			texture_size.width = texture->get_width();
			texture_size.height = texture->get_height();
		}
		ERR_FAIL_COND(p_hotspot.x < 0 || p_hotspot.y < 0);
		ERR_FAIL_COND(texture_size.width > 256 || texture_size.height > 256);
		ERR_FAIL_COND(p_hotspot.x > texture_size.width || p_hotspot.y > texture_size.height);
		Ref<Image> image = texture->get_image();
		ERR_FAIL_COND(!image.is_valid());
		if (image->is_compressed()) {
			image = image->duplicate(true);
			Error err = image->decompress();
			ERR_FAIL_COND_MSG(err != OK, "Couldn't decompress VRAM-compressed custom mouse cursor image. Switch to a lossless compression mode in the Import dock.");
		}
		UINT image_size = texture_size.width * texture_size.height;
		
		COLORREF *buffer = nullptr;
		BITMAPV5HEADER bi;
		ZeroMemory(&bi, sizeof(bi));
		bi.bV5Size = sizeof(bi);
		bi.bV5Width = texture_size.width;
		bi.bV5Height = -texture_size.height;
		bi.bV5Planes = 1;
		bi.bV5BitCount = 32;