### 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_
	ERR_FAIL_COND(!windows.has(p_window));
	WindowData &wd = windows[p_window];
	if (!wd.no_focus && !wd.is_popup) {
		SetForegroundWindow(wd.hWnd);
	}
}
bool DisplayServerWindows::window_can_draw(WindowID p_window) const {
	_THREAD_SAFE_METHOD_
	ERR_FAIL_COND_V(!windows.has(p_window), false);
	const WindowData &wd = windows[p_window];
	return !wd.minimized;
}
bool DisplayServerWindows::can_any_window_draw() const {
	_THREAD_SAFE_METHOD_
	for (const KeyValue<WindowID, WindowData> &E : windows) {
		if (!E.value.minimized) {
			return true;
		}
	}
	return false;
}
Vector2i DisplayServerWindows::ime_get_selection() const {