### 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
Size2 screen_size;
		float viewport_aspect = desired_res.aspect();
		float video_mode_aspect = video_mode.aspect();
		if (content_scale_aspect == CONTENT_SCALE_ASPECT_IGNORE || Math::is_equal_approx(viewport_aspect, video_mode_aspect)) {
			
			viewport_size = desired_res;
			screen_size = video_mode;
		} else if (viewport_aspect < video_mode_aspect) {
			
			if (content_scale_aspect == CONTENT_SCALE_ASPECT_KEEP_HEIGHT || content_scale_aspect == CONTENT_SCALE_ASPECT_EXPAND) {
				
				viewport_size.x = desired_res.y * video_mode_aspect;
				viewport_size.y = desired_res.y;
				screen_size = video_mode;
			} else {
				
				viewport_size = desired_res;
				screen_size.x = video_mode.y * viewport_aspect;
				screen_size.y = video_mode.y;
			}
		} else {
			
			if (content_scale_aspect == CONTENT_SCALE_ASPECT_KEEP_WIDTH || content_scale_aspect == CONTENT_SCALE_ASPECT_EXPAND) {
				
				viewport_size.x = desired_res.x;
				viewport_size.y = desired_res.x / video_mode_aspect;
				screen_size = video_mode;
			} else {
				
				viewport_size = desired_res;