### 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_
	DisplayServer::WindowID window_id = _get_focused_window_or_popup();
	const WindowData &wd = windows[window_id];
	if (!wd.ime_active) {
		return Vector2i();
	}
	int cursor = ImmGetCompositionStringW(wd.im_himc, GCS_CURSORPOS, nullptr, 0);
	int32_t length = ImmGetCompositionStringW(wd.im_himc, GCS_COMPSTR, nullptr, 0);
	wchar_t *string = reinterpret_cast<wchar_t *>(memalloc(length));
	ImmGetCompositionStringW(wd.im_himc, GCS_COMPSTR, string, length);
	int32_t utf32_cursor = 0;
	for (int32_t i = 0; i < length / int32_t(sizeof(wchar_t)); i++) {
		if ((string[i] & 0xfffffc00) == 0xd800) {
			i++;
		}
		if (i < cursor) {
			utf32_cursor++;
		} else {
			break;
		}
	}
	memdelete(string);
	return Vector2i(utf32_cursor, 0);
}
String DisplayServerWindows::ime_get_text() const {