### Godot version

v4.0.2.stable.official [7a0977c]

### System information

Window 10

### Issue description

If your project is set to `WINDOW_MODE_FULLSCREEN` in project settings, the first time you try to switch mode for `WINDOWED`, it will not switch properly.


### Steps to reproduce

1. Create a new project
2. Change project settings `Display > Window > Mode` for `FullScreen`
3. Run the following code :

Code that reproduce the issue:
```
func _ready():
	DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_WINDOWED)
	DisplayServer.window_set_size(Vector2i(800,600))
``` 

## Workaround
Calling the `window_set_mode` twice solve the issue...

```
func _ready():
	DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_WINDOWED)
	DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_WINDOWED)
	DisplayServer.window_set_size(Vector2i(800,600))
``` 


### Minimal reproduction project

N/A: reproduction steps are trivial
_touch_event(window_id, false, E.value.x, E.value.y, E.key);
			}
			touch_state.clear();
			bool self_steal = false;
			HWND new_hwnd = (HWND)wParam;
			if (IsWindow(new_hwnd)) {
				self_steal = true;
			}
			if (!self_steal) {
				if (OS::get_singleton()->get_main_loop()) {
					OS::get_singleton()->get_main_loop()->notification(MainLoop::NOTIFICATION_APPLICATION_FOCUS_OUT);
				}
				app_focused = false;
			}
		} break;
		case WM_ACTIVATE: { 
			if (!windows[window_id].window_focused) {
				_process_activate_event(window_id, wParam, lParam);
			} else {
				windows[window_id].saved_wparam = wParam;
				windows[window_id].saved_lparam = lParam;
				
				windows[window_id].focus_timer_id = SetTimer(windows[window_id].hWnd, 2, USER_TIMER_MINIMUM, (TIMERPROC) nullptr);
			}
			if (wParam != WA_INACTIVE) {
				track_mouse_leave_event(hWnd);
			}
			return 0; 
		} break;
		case WM_GETMINMAXINFO: {