### 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
int d;
			if (x >= s.position.x && x < s.size.x) {
				
				closest_rect = s;
				break;
			} else if (x < s.position.x) {
				d = s.position.x - x;
			} else {
				d = x - (s.position.x + s.size.x);
			}
			if (d < closest_dist) {
				closest_dist = d;
				closest_rect = s;
			}
		}
		return closest_rect;
	}
}
void Window::set_clamp_to_embedder(bool p_enable) {
	ERR_MAIN_THREAD_GUARD;
	clamp_to_embedder = p_enable;
}
bool Window::is_clamped_to_embedder() const {
	ERR_READ_THREAD_GUARD_V(false);
	return clamp_to_embedder;
}
void Window::set_unparent_when_invisible(bool p_unparent) {
	unparent_when_invisible = p_unparent;
}
void Window::set_layout_direction(Window::LayoutDirection p_direction) {