### 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
Size2i max_window_size = RS::get_singleton()->get_maximum_viewport_size();
	if (max_window_size != Size2i()) {
		return p_limit_size.clamp(Vector2i(), max_window_size);
	} else {
		return p_limit_size.max(Vector2i());
	}
}
void Window::_validate_limit_size() {
	
	bool max_size_valid = (max_size.x > 0 || max_size.y > 0) && max_size.x >= min_size.x && max_size.y >= min_size.y;
	max_size_used = max_size_valid ? max_size : RS::get_singleton()->get_maximum_viewport_size();
}
void Window::set_max_size(const Size2i &p_max_size) {
	ERR_MAIN_THREAD_GUARD;
	Size2i max_size_clamped = _clamp_limit_size(p_max_size);
	if (max_size == max_size_clamped) {
		return;
	}
	max_size = max_size_clamped;
	_validate_limit_size();
	_update_window_size();
}
Size2i Window::get_max_size() const {
	ERR_READ_THREAD_GUARD_V(Size2i());
	return max_size;
}
void Window::set_min_size(const Size2i &p_min_size) {