### 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
FillRect(hdc, &rect, window_bkg_brush);
			}
			return 1;
		} break;
		case WM_PAINT: {
			Main::force_redraw();
		} break;
		case WM_SETTINGCHANGE: {
			if (lParam && CompareStringOrdinal(reinterpret_cast<LPCWCH>(lParam), -1, L"ImmersiveColorSet", -1, true) == CSTR_EQUAL) {
				if (is_dark_mode_supported() && dark_title_available) {
					BOOL value = is_dark_mode();
					::DwmSetWindowAttribute(windows[window_id].hWnd, DWMWA_USE_IMMERSIVE_DARK_MODE, &value, sizeof(value));
				}
			}
		} break;
		case WM_THEMECHANGED: {
			if (is_dark_mode_supported() && dark_title_available) {
				BOOL value = is_dark_mode();
				::DwmSetWindowAttribute(windows[window_id].hWnd, DWMWA_USE_IMMERSIVE_DARK_MODE, &value, sizeof(value));
			}
		} break;
		case WM_SYSCOMMAND: 
		{
			switch (wParam) 
			{
				case SC_SCREENSAVE: 
				case SC_MONITORPOWER: 
					return 0; 
				case SC_KEYMENU:
					if ((lParam >> 16) <= 0) {