### 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
windows[window_id].focus_timer_id = 0U;
			}
		} break;
		case WM_SYSKEYUP:
		case WM_KEYUP:
		case WM_SYSKEYDOWN:
		case WM_KEYDOWN: {
			if (wParam == VK_SHIFT) {
				shift_mem = (uMsg == WM_KEYDOWN || uMsg == WM_SYSKEYDOWN);
			}
			if (wParam == VK_CONTROL) {
				control_mem = (uMsg == WM_KEYDOWN || uMsg == WM_SYSKEYDOWN);
			}
			if (wParam == VK_MENU) {
				alt_mem = (uMsg == WM_KEYDOWN || uMsg == WM_SYSKEYDOWN);
				if (lParam & (1 << 24)) {
					gr_mem = alt_mem;
				}
			}
			if (windows[window_id].ime_suppress_next_keyup && (uMsg == WM_KEYUP || uMsg == WM_SYSKEYUP)) {
				windows[window_id].ime_suppress_next_keyup = false;
				break;
			}
			if (windows[window_id].ime_in_progress) {
				break;
			}
			if (mouse_mode == MOUSE_MODE_CAPTURED) {
				
				if (wParam == VK_F4 && alt_mem && (uMsg == WM_KEYDOWN || uMsg == WM_SYSKEYDOWN)) {
					_send_window_event(windows[window_id], WINDOW_EVENT_CLOSE_REQUEST);