### 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_FAIL_COND(window_id == DisplayServer::INVALID_WINDOW_ID);
	bool had_focus = has_focus();
	DisplayServer::get_singleton()->window_set_rect_changed_callback(Callable(), window_id);
	DisplayServer::get_singleton()->window_set_window_event_callback(Callable(), window_id);
	DisplayServer::get_singleton()->window_set_input_event_callback(Callable(), window_id);
	DisplayServer::get_singleton()->window_set_input_text_callback(Callable(), window_id);
	DisplayServer::get_singleton()->window_set_drop_files_callback(Callable(), window_id);
	if (transient_parent && transient_parent->window_id != DisplayServer::INVALID_WINDOW_ID) {
		DisplayServer::get_singleton()->window_set_transient(window_id, DisplayServer::INVALID_WINDOW_ID);
	}
	for (const Window *E : transient_children) {
		if (E->window_id != DisplayServer::INVALID_WINDOW_ID) {
			DisplayServer::get_singleton()->window_set_transient(E->window_id, DisplayServer::INVALID_WINDOW_ID);
		}
	}
	_update_from_window();
	DisplayServer::get_singleton()->delete_sub_window(window_id);
	window_id = DisplayServer::INVALID_WINDOW_ID;
	
	if (had_focus && transient_parent) {
		transient_parent->grab_focus();
	}
	_update_viewport_size();
	RS::get_singleton()->viewport_set_update_mode(get_viewport_rid(), RS::VIEWPORT_UPDATE_DISABLED);
}
void Window::_rect_changed_callback(const Rect2i &p_callback) {