### 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
_THREAD_SAFE_METHOD_
	p_screen = _get_screen_index(p_screen);
	EnumDpiData data = { 0, p_screen, 72 };
	EnumDisplayMonitors(nullptr, nullptr, _MonitorEnumProcDpi, (LPARAM)&data);
	return data.dpi;
}
Color DisplayServerWindows::screen_get_pixel(const Point2i &p_position) const {
	Point2i pos = p_position + _get_screens_origin();
	POINT p;
	p.x = pos.x;
	p.y = pos.y;
	if (win81p_LogicalToPhysicalPointForPerMonitorDPI) {
		win81p_LogicalToPhysicalPointForPerMonitorDPI(0, &p);
	}
	HDC dc = GetDC(0);
	if (dc) {
		COLORREF col = GetPixel(dc, p.x, p.y);
		if (col != CLR_INVALID) {
			ReleaseDC(NULL, dc);
			return Color(float(col & 0x000000FF) / 256.0, float((col & 0x0000FF00) >> 8) / 256.0, float((col & 0x00FF0000) >> 16) / 256.0, 1.0);
		}
		ReleaseDC(NULL, dc);
	}
	return Color();
}
Ref<Image> DisplayServerWindows::screen_get_image(int p_screen) const {