### 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
} break;
		case WM_IME_NOTIFY: {
			return 0;
		} break;
		case WM_TOUCH: {
			BOOL bHandled = FALSE;
			UINT cInputs = LOWORD(wParam);
			PTOUCHINPUT pInputs = memnew_arr(TOUCHINPUT, cInputs);
			if (pInputs) {
				if (GetTouchInputInfo((HTOUCHINPUT)lParam, cInputs, pInputs, sizeof(TOUCHINPUT))) {
					for (UINT i = 0; i < cInputs; i++) {
						TOUCHINPUT ti = pInputs[i];
						POINT touch_pos = {
							TOUCH_COORD_TO_PIXEL(ti.x),
							TOUCH_COORD_TO_PIXEL(ti.y),
						};
						ScreenToClient(hWnd, &touch_pos);
						
						if (ti.dwFlags & TOUCHEVENTF_MOVE) {
							_drag_event(window_id, touch_pos.x, touch_pos.y, ti.dwID);
						} else if (ti.dwFlags & (TOUCHEVENTF_UP | TOUCHEVENTF_DOWN)) {
							_touch_event(window_id, ti.dwFlags & TOUCHEVENTF_DOWN, touch_pos.x, touch_pos.y, ti.dwID);
						}
					}
					bHandled = TRUE;
				} else {
					
				}
				memdelete_arr(pInputs);
			} else {