### 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
}
		} break;
		case WM_DROPFILES: {
			HDROP hDropInfo = (HDROP)wParam;
			const int buffsize = 4096;
			WCHAR buf[buffsize];
			int fcount = DragQueryFileW(hDropInfo, 0xFFFFFFFF, nullptr, 0);
			Vector<String> files;
			for (int i = 0; i < fcount; i++) {
				DragQueryFileW(hDropInfo, i, buf, buffsize);
				String file = String::utf16((const char16_t *)buf);
				files.push_back(file);
			}
			if (files.size() && !windows[window_id].drop_files_callback.is_null()) {
				Variant v = files;
				Variant *vp = &v;
				Variant ret;
				Callable::CallError ce;
				windows[window_id].drop_files_callback.callp((const Variant **)&vp, 1, ret, ce);
			}
		} break;
		default: {
			if (user_proc) {
				return CallWindowProcW(user_proc, hWnd, uMsg, wParam, lParam);
			}
		}
	}
	return DefWindowProcW(hWnd, uMsg, wParam, lParam);
}
LRESULT CALLBACK WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) {