### 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
ERR_FAIL_COND_V(!windows.has(p_window), 0);
	switch (p_handle_type) {
		case DISPLAY_HANDLE: {
			return 0; 
		}
		case WINDOW_HANDLE: {
			return (int64_t)windows[p_window].hWnd;
		}
#if defined(GLES3_ENABLED)
		case WINDOW_VIEW: {
			if (gl_manager) {
				return (int64_t)gl_manager->get_hdc(p_window);
			}
			return 0;
		}
		case OPENGL_CONTEXT: {
			if (gl_manager) {
				return (int64_t)gl_manager->get_hglrc(p_window);
			}
			return 0;
		}
#endif
		default: {
			return 0;
		}
	}
}
void DisplayServerWindows::window_attach_instance_id(ObjectID p_instance, WindowID p_window) {