### 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
EnumRefreshRateData *data = (EnumRefreshRateData *)dwData;
	if (data->count == data->screen) {
		MONITORINFOEXW minfo;
		memset(&minfo, 0, sizeof(minfo));
		minfo.cbSize = sizeof(minfo);
		GetMonitorInfoW(hMonitor, &minfo);
		DEVMODEW dm;
		memset(&dm, 0, sizeof(dm));
		dm.dmSize = sizeof(dm);
		EnumDisplaySettingsW(minfo.szDevice, ENUM_CURRENT_SETTINGS, &dm);
		data->rate = dm.dmDisplayFrequency;
	}
	data->count++;
	return TRUE;
}
Rect2i DisplayServerWindows::screen_get_usable_rect(int p_screen) const {
	_THREAD_SAFE_METHOD_
	p_screen = _get_screen_index(p_screen);
	EnumRectData data = { 0, p_screen, Rect2i() };
	EnumDisplayMonitors(nullptr, nullptr, _MonitorEnumProcUsableSize, (LPARAM)&data);
	data.rect.position -= _get_screens_origin();
	return data.rect;
}
typedef struct {
	int count;
	int screen;
	int dpi;
} EnumDpiData;
enum _MonitorDpiType {