### 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
_THREAD_SAFE_METHOD_
	ERR_FAIL_COND(!windows.has(p_window));
	WindowData &wd = windows[p_window];
	if (wd.fullscreen || wd.maximized) {
		return;
	}
	int w = p_size.width;
	int h = p_size.height;
	wd.width = w;
	wd.height = h;
#if defined(VULKAN_ENABLED)
	if (context_vulkan) {
		context_vulkan->window_resize(p_window, w, h);
	}
#endif
#if defined(GLES3_ENABLED)
	if (gl_manager) {
		gl_manager->window_resize(p_window, w, h);
	}
#endif
	RECT rect;
	GetWindowRect(wd.hWnd, &rect);
	if (!wd.borderless) {
		RECT crect;
		GetClientRect(wd.hWnd, &crect);
		w += (rect.right - rect.left) - (crect.right - crect.left);
		h += (rect.bottom - rect.top) - (crect.bottom - crect.top);
	}
	MoveWindow(wd.hWnd, rect.left, rect.top, w, h, TRUE);
}