### 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
ERR_MAIN_THREAD_GUARD;
	size = p_size;
	_update_window_size();
}
Size2i Window::get_size() const {
	ERR_READ_THREAD_GUARD_V(Size2i());
	return size;
}
void Window::reset_size() {
	ERR_MAIN_THREAD_GUARD;
	set_size(Size2i());
}
Point2i Window::get_position_with_decorations() const {
	ERR_READ_THREAD_GUARD_V(Point2i());
	if (window_id != DisplayServer::INVALID_WINDOW_ID) {
		return DisplayServer::get_singleton()->window_get_position_with_decorations(window_id);
	}
	return position;
}
Size2i Window::get_size_with_decorations() const {
	ERR_READ_THREAD_GUARD_V(Size2i());
	if (window_id != DisplayServer::INVALID_WINDOW_ID) {
		return DisplayServer::get_singleton()->window_get_size_with_decorations(window_id);
	}
	return size;
}
Size2i Window::_clamp_limit_size(const Size2i &p_limit_size) {