### 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
_THREAD_SAFE_METHOD_
	DisplayServer::WindowID window_id = _get_focused_window_or_popup();
	const WindowData &wd = windows[window_id];
	if (!wd.ime_active) {
		return String();
	}
	String ret;
	int32_t length = ImmGetCompositionStringW(wd.im_himc, GCS_COMPSTR, nullptr, 0);
	wchar_t *string = reinterpret_cast<wchar_t *>(memalloc(length));
	ImmGetCompositionStringW(wd.im_himc, GCS_COMPSTR, string, length);
	ret.parse_utf16((char16_t *)string, length / sizeof(wchar_t));
	memdelete(string);
	return ret;
}
void DisplayServerWindows::window_set_ime_active(const bool p_active, WindowID p_window) {
	_THREAD_SAFE_METHOD_
	ERR_FAIL_COND(!windows.has(p_window));
	WindowData &wd = windows[p_window];
	if (p_active) {
		wd.ime_active = true;
		ImmAssociateContext(wd.hWnd, wd.im_himc);
		CreateCaret(wd.hWnd, NULL, 1, 1);
		window_set_ime_position(wd.im_position, p_window);
	} else {
		ImmAssociateContext(wd.hWnd, (HIMC)0);
		DestroyCaret();
		wd.ime_active = false;
	}
}
void DisplayServerWindows::window_set_ime_position(const Point2i &p_pos, WindowID p_window) {