### 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_
	MSG msg;
	if (!drop_events) {
		joypad->process_joypads();
	}
	while (PeekMessageW(&msg, nullptr, 0, 0, PM_REMOVE)) {
		TranslateMessage(&msg);
		DispatchMessageW(&msg);
	}
	if (!drop_events) {
		_process_key_events();
		Input::get_singleton()->flush_buffered_events();
	}
}
void DisplayServerWindows::force_process_and_drop_events() {