### 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
}
				AXIS orientation[3];
				if (wintab_WTInfo(WTI_DEVICES + wd.wtlc.lcDevice, DVC_ORIENTATION, &orientation)) {
					wd.tilt_supported = orientation[0].axResolution && orientation[1].axResolution;
				}
			} else {
				print_verbose("WinTab context creation failed.");
			}
		} else {
			wd.wtctx = 0;
		}
		if (p_mode == WINDOW_MODE_MAXIMIZED) {
			wd.maximized = true;
			wd.minimized = false;
		}
		if (p_mode == WINDOW_MODE_MINIMIZED) {
			wd.maximized = false;
			wd.minimized = true;
		}
		wd.last_pressure = 0;
		wd.last_pressure_update = 0;
		wd.last_tilt = Vector2();
		
		wd.im_himc = ImmGetContext(wd.hWnd);
		ImmAssociateContext(wd.hWnd, (HIMC)0);
		wd.im_position = Vector2();
		if (p_mode == WINDOW_MODE_FULLSCREEN || p_mode == WINDOW_MODE_EXCLUSIVE_FULLSCREEN || p_mode == WINDOW_MODE_MAXIMIZED) {
			RECT r;
			GetClientRect(wd.hWnd, &r);
			ClientToScreen(wd.hWnd, (POINT *)&r.left);