### 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
if (drop_events) {
		if (user_proc) {
			return CallWindowProcW(user_proc, hWnd, uMsg, wParam, lParam);
		} else {
			return DefWindowProcW(hWnd, uMsg, wParam, lParam);
		}
	}
	WindowID window_id = INVALID_WINDOW_ID;
	bool window_created = false;
	
	
	
	for (const KeyValue<WindowID, WindowData> &E : windows) {
		if (E.value.hWnd == hWnd) {
			window_id = E.key;
			window_created = true;
			break;
		}
	}
	
	
	
	if (!window_created) {
		
		return _handle_early_window_message(hWnd, uMsg, wParam, lParam);
	}
	
	switch (uMsg) {
		case WM_NCHITTEST: {