### 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_
	Ref<FileAccess> f = FileAccess::open(p_filename, FileAccess::READ);
	ERR_FAIL_COND_MSG(f.is_null(), "Cannot open file with icon '" + p_filename + "'.");
	ICONDIR *icon_dir = (ICONDIR *)memalloc(sizeof(ICONDIR));
	int pos = 0;
	icon_dir->idReserved = f->get_32();
	pos += sizeof(WORD);
	f->seek(pos);
	icon_dir->idType = f->get_32();
	pos += sizeof(WORD);
	f->seek(pos);
	ERR_FAIL_COND_MSG(icon_dir->idType != 1, "Invalid icon file format!");
	icon_dir->idCount = f->get_32();
	pos += sizeof(WORD);
	f->seek(pos);
	icon_dir = (ICONDIR *)memrealloc(icon_dir, sizeof(ICONDIR) - sizeof(ICONDIRENTRY) + icon_dir->idCount * sizeof(ICONDIRENTRY));
	f->get_buffer((uint8_t *)&icon_dir->idEntries[0], icon_dir->idCount * sizeof(ICONDIRENTRY));
	int small_icon_index = -1; 
	int small_icon_cc = 0;
	int big_icon_index = -1; 
	int big_icon_width = 16;
	int big_icon_cc = 0;
	for (int i = 0; i < icon_dir->idCount; i++) {
		int colors = (icon_dir->idEntries[i].bColorCount == 0) ? 32768 : icon_dir->idEntries[i].bColorCount;
		int width = (icon_dir->idEntries[i].bWidth == 0) ? 256 : icon_dir->idEntries[i].bWidth;
		if (width == 16) {
			if (colors >= small_icon_cc) {
				small_icon_index = i;
				small_icon_cc = colors;
			}