### 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
bi.bV5Compression = BI_BITFIELDS;
		bi.bV5RedMask = 0x00ff0000;
		bi.bV5GreenMask = 0x0000ff00;
		bi.bV5BlueMask = 0x000000ff;
		bi.bV5AlphaMask = 0xff000000;
		HDC dc = GetDC(nullptr);
		HBITMAP bitmap = CreateDIBSection(dc, reinterpret_cast<BITMAPINFO *>(&bi), DIB_RGB_COLORS, reinterpret_cast<void **>(&buffer), nullptr, 0);
		HBITMAP mask = CreateBitmap(texture_size.width, texture_size.height, 1, 1, nullptr);
		bool fully_transparent = true;
		for (UINT index = 0; index < image_size; index++) {
			int row_index = floor(index / texture_size.width) + atlas_rect.position.y;
			int column_index = (index % int(texture_size.width)) + atlas_rect.position.x;
			if (atlas_texture.is_valid()) {
				column_index = MIN(column_index, atlas_rect.size.width - 1);
				row_index = MIN(row_index, atlas_rect.size.height - 1);
			}
			const Color &c = image->get_pixel(column_index, row_index);
			fully_transparent = fully_transparent && (c.a == 0.f);
			*(buffer + index) = c.to_argb32();
		}
		
		if (cursors[p_shape]) {
			DestroyIcon(cursors[p_shape]);
		}
		if (fully_transparent) {
			cursors[p_shape] = nullptr;
		} else {
			ICONINFO iconinfo;
			iconinfo.fIcon = FALSE;
			iconinfo.xHotspot = p_hotspot.x;