### 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
p_node->notification(p_notification);
	for (int i = 0; i < p_node->get_child_count(); i++) {
		Node *child = p_node->get_child(i);
		Window *window = Object::cast_to<Window>(child);
		if (window) {
			continue;
		}
		_propagate_window_notification(child, p_notification);
	}
}
void Window::_event_callback(DisplayServer::WindowEvent p_event) {
	switch (p_event) {
		case DisplayServer::WINDOW_EVENT_MOUSE_ENTER: {
			_propagate_window_notification(this, NOTIFICATION_WM_MOUSE_ENTER);
			emit_signal(SNAME("mouse_entered"));
			notification(NOTIFICATION_VP_MOUSE_ENTER);
			if (DisplayServer::get_singleton()->has_feature(DisplayServer::FEATURE_CURSOR_SHAPE)) {
				DisplayServer::get_singleton()->cursor_set_shape(DisplayServer::CURSOR_ARROW); 
			}
		} break;
		case DisplayServer::WINDOW_EVENT_MOUSE_EXIT: {
			notification(NOTIFICATION_VP_MOUSE_EXIT);
			_propagate_window_notification(this, NOTIFICATION_WM_MOUSE_EXIT);
			emit_signal(SNAME("mouse_exited"));
		} break;
		case DisplayServer::WINDOW_EVENT_FOCUS_IN: {
			focused = true;