### 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
if (window_id == DisplayServer::MAIN_WINDOW_ID) {
					RS::get_singleton()->viewport_set_update_mode(get_viewport_rid(), RS::VIEWPORT_UPDATE_DISABLED);
					_update_window_callbacks();
				} else {
					_clear_window();
				}
			} else {
				if (embedder) {
					embedder->_sub_window_remove(this);
					embedder = nullptr;
					RS::get_singleton()->viewport_set_update_mode(get_viewport_rid(), RS::VIEWPORT_UPDATE_DISABLED);
				}
				_update_viewport_size(); 
			}
			RS::get_singleton()->viewport_set_active(get_viewport_rid(), false);
		} break;
	}
}
void Window::set_content_scale_size(const Size2i &p_size) {
	ERR_MAIN_THREAD_GUARD;
	ERR_FAIL_COND(p_size.x < 0);
	ERR_FAIL_COND(p_size.y < 0);
	content_scale_size = p_size;
	_update_viewport_size();
}
Size2i Window::get_content_scale_size() const {
	ERR_READ_THREAD_GUARD_V(Size2i());
	return content_scale_size;
}
void Window::set_content_scale_mode(ContentScaleMode p_mode) {