### 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
_THREAD_SAFE_METHOD_
	ERR_FAIL_COND(!windows.has(p_window));
	WindowData &wd = windows[p_window];
	switch (p_flag) {
		case WINDOW_FLAG_RESIZE_DISABLED: {
			wd.resizable = !p_enabled;
			_update_window_style(p_window);
		} break;
		case WINDOW_FLAG_BORDERLESS: {
			wd.borderless = p_enabled;
			_update_window_style(p_window);
			_update_window_mouse_passthrough(p_window);
			ShowWindow(wd.hWnd, (wd.no_focus || wd.is_popup) ? SW_SHOWNOACTIVATE : SW_SHOW); 
		} break;
		case WINDOW_FLAG_ALWAYS_ON_TOP: {
			ERR_FAIL_COND_MSG(wd.transient_parent != INVALID_WINDOW_ID && p_enabled, "Transient windows can't become on top");
			wd.always_on_top = p_enabled;
			_update_window_style(p_window);
		} break;
		case WINDOW_FLAG_TRANSPARENT: {
			if (p_enabled) {
				
				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 = TRUE;
				DwmEnableBlurBehindWindow(wd.hWnd, &bb);
				wd.layered_window = true;