### 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
_THREAD_SAFE_METHOD_
	ERR_FAIL_COND(!windows.has(p_window));
	WindowData &wd = windows[p_window];
	if (wd.fullscreen || wd.maximized) {
		return;
	}
	Point2i offset = _get_screens_origin();
	RECT rc;
	rc.left = p_position.x + offset.x;
	rc.right = p_position.x + wd.width + offset.x;
	rc.bottom = p_position.y + wd.height + offset.y;
	rc.top = p_position.y + offset.y;
	const DWORD style = GetWindowLongPtr(wd.hWnd, GWL_STYLE);
	const DWORD exStyle = GetWindowLongPtr(wd.hWnd, GWL_EXSTYLE);
	AdjustWindowRectEx(&rc, style, false, exStyle);
	MoveWindow(wd.hWnd, rc.left, rc.top, rc.right - rc.left, rc.bottom - rc.top, TRUE);
	wd.last_pos = p_position;
	_update_real_mouse_position(p_window);
}
void DisplayServerWindows::window_set_exclusive(WindowID p_window, bool p_exclusive) {