### 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
} else {
				
				wd.layered_window = false;
				DWM_BLURBEHIND bb;
				ZeroMemory(&bb, sizeof(bb));
				HRGN hRgn = CreateRectRgn(0, 0, -1, -1);
				bb.dwFlags = DWM_BB_ENABLE | DWM_BB_BLURREGION;
				bb.hRgnBlur = hRgn;
				bb.fEnable = FALSE;
				DwmEnableBlurBehindWindow(wd.hWnd, &bb);
			}
		} break;
		case WINDOW_FLAG_NO_FOCUS: {
			wd.no_focus = p_enabled;
			_update_window_style(p_window);
		} break;
		case WINDOW_FLAG_MOUSE_PASSTHROUGH: {
			wd.mpass = p_enabled;
			_update_window_mouse_passthrough(p_window);
		} break;
		case WINDOW_FLAG_POPUP: {
			ERR_FAIL_COND_MSG(p_window == MAIN_WINDOW_ID, "Main window can't be popup.");
			ERR_FAIL_COND_MSG(IsWindowVisible(wd.hWnd) && (wd.is_popup != p_enabled), "Popup flag can't changed while window is opened.");
			wd.is_popup = p_enabled;
		} break;
		default:
			break;
	}
}
bool DisplayServerWindows::window_get_flag(WindowFlags p_flag, WindowID p_window) const {