### 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_MAIN_THREAD_GUARD;
	if (is_inside_tree() && window_id != DisplayServer::MAIN_WINDOW_ID) {
		ERR_FAIL_MSG("Only the root window can set and use font oversampling.");
	}
	use_font_oversampling = p_oversampling;
	_update_viewport_size();
}
bool Window::is_using_font_oversampling() const {
	ERR_READ_THREAD_GUARD_V(false);
	return use_font_oversampling;
}
DisplayServer::WindowID Window::get_window_id() const {
	ERR_READ_THREAD_GUARD_V(DisplayServer::INVALID_WINDOW_ID);
	if (embedder) {
		return parent->get_window_id();
	}
	return window_id;
}
void Window::set_mouse_passthrough_polygon(const Vector<Vector2> &p_region) {
	ERR_MAIN_THREAD_GUARD;
	mpath = p_region;
	if (window_id == DisplayServer::INVALID_WINDOW_ID) {
		return;
	}
	DisplayServer::get_singleton()->window_set_mouse_passthrough(mpath, window_id);
}
Vector<Vector2> Window::get_mouse_passthrough_polygon() const {
	return mpath;
}
void Window::set_wrap_controls(bool p_enable) {