### 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_READ_THREAD_GUARD_V(0);
	return theme_owner->get_theme_default_font_size();
}
void Window::begin_bulk_theme_override() {
	ERR_MAIN_THREAD_GUARD;
	bulk_theme_override = true;
}
void Window::end_bulk_theme_override() {
	ERR_MAIN_THREAD_GUARD;
	ERR_FAIL_COND(!bulk_theme_override);
	bulk_theme_override = false;
	_notify_theme_override_changed();
}
Rect2i Window::get_parent_rect() const {
	ERR_READ_THREAD_GUARD_V(Rect2i());
	ERR_FAIL_COND_V(!is_inside_tree(), Rect2i());
	if (is_embedded()) {
		
		Node *n = get_parent();
		ERR_FAIL_NULL_V(n, Rect2i());
		Viewport *p = n->get_viewport();
		ERR_FAIL_NULL_V(p, Rect2i());
		return p->get_visible_rect();
	} else {
		int x = get_position().x;
		int closest_dist = 0x7FFFFFFF;
		Rect2i closest_rect;
		for (int i = 0; i < DisplayServer::get_singleton()->get_screen_count(); i++) {
			Rect2i s(DisplayServer::get_singleton()->screen_get_position(i), DisplayServer::get_singleton()->screen_get_size(i));