### 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_
	if (!windows.has(MAIN_WINDOW_ID)) {
		return String();
	}
	String ret;
	if (!OpenClipboard(windows[MAIN_WINDOW_ID].hWnd)) {
		ERR_FAIL_V_MSG("", "Unable to open clipboard.");
	}
	if (IsClipboardFormatAvailable(CF_UNICODETEXT)) {
		HGLOBAL mem = GetClipboardData(CF_UNICODETEXT);
		if (mem != nullptr) {
			LPWSTR ptr = (LPWSTR)GlobalLock(mem);
			if (ptr != nullptr) {
				ret = String::utf16((const char16_t *)ptr);
				GlobalUnlock(mem);