### 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
ERR_MAIN_THREAD_GUARD;
	emit_signal(SNAME("about_to_popup"));
	if (!get_embedder() && get_flag(FLAG_POPUP)) {
		
		SceneTree *scene_tree = get_tree();
		if (scene_tree) {
			scene_tree->notify_group_flags(SceneTree::GROUP_CALL_DEFERRED, "_viewports", NOTIFICATION_WM_WINDOW_FOCUS_OUT);
		}
	}
	
	_update_window_size();
	if (p_screen_rect != Rect2i()) {
		set_position(p_screen_rect.position);
		set_size(p_screen_rect.size);
	}
	Rect2i adjust = _popup_adjust_rect();
	if (adjust != Rect2i()) {
		set_position(adjust.position);
		set_size(adjust.size);
	}
	int scr = DisplayServer::get_singleton()->get_screen_count();
	for (int i = 0; i < scr; i++) {
		Rect2i r = DisplayServer::get_singleton()->screen_get_usable_rect(i);
		if (r.has_point(position)) {
			current_screen = i;
			break;
		}
	}
	set_transient(true);
	set_visible(true);