### 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
ERR_MAIN_THREAD_GUARD;
	content_scale_mode = p_mode;
	_update_viewport_size();
}
Window::ContentScaleMode Window::get_content_scale_mode() const {
	ERR_READ_THREAD_GUARD_V(CONTENT_SCALE_MODE_DISABLED);
	return content_scale_mode;
}
void Window::set_content_scale_aspect(ContentScaleAspect p_aspect) {
	ERR_MAIN_THREAD_GUARD;
	content_scale_aspect = p_aspect;
	_update_viewport_size();
}
Window::ContentScaleAspect Window::get_content_scale_aspect() const {
	ERR_READ_THREAD_GUARD_V(CONTENT_SCALE_ASPECT_IGNORE);
	return content_scale_aspect;
}
void Window::set_content_scale_factor(real_t p_factor) {
	ERR_MAIN_THREAD_GUARD;
	ERR_FAIL_COND(p_factor <= 0);
	content_scale_factor = p_factor;
	_update_viewport_size();
}
real_t Window::get_content_scale_factor() const {
	ERR_READ_THREAD_GUARD_V(0);
	return content_scale_factor;
}
void Window::set_use_font_oversampling(bool p_oversampling) {