### 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
ERR_READ_THREAD_GUARD_V(Color());
	if (!initialized) {
		WARN_PRINT_ONCE("Attempting to access theme items too early; prefer NOTIFICATION_POSTINITIALIZE and NOTIFICATION_THEME_CHANGED");
	}
	if (p_theme_type == StringName() || p_theme_type == get_class_name() || p_theme_type == theme_type_variation) {
		const Color *color = theme_color_override.getptr(p_name);
		if (color) {
			return *color;
		}
	}
	if (theme_color_cache.has(p_theme_type) && theme_color_cache[p_theme_type].has(p_name)) {
		return theme_color_cache[p_theme_type][p_name];
	}
	List<StringName> theme_types;
	theme_owner->get_theme_type_dependencies(this, p_theme_type, &theme_types);
	Color color = theme_owner->get_theme_item_in_types(Theme::DATA_TYPE_COLOR, p_name, theme_types);
	theme_color_cache[p_theme_type][p_name] = color;
	return color;
}
int Window::get_theme_constant(const StringName &p_name, const StringName &p_theme_type) const {