### 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
SHC_PROCESS_DPI_UNAWARE = 0,
	SHC_PROCESS_SYSTEM_DPI_AWARE = 1,
	SHC_PROCESS_PER_MONITOR_DPI_AWARE = 2
} SHC_PROCESS_DPI_AWARENESS;
bool DisplayServerWindows::is_dark_mode_supported() const {
	return ux_theme_available;
}
bool DisplayServerWindows::is_dark_mode() const {
	return ux_theme_available && ShouldAppsUseDarkMode();
}
Color DisplayServerWindows::get_accent_color() const {
	if (!ux_theme_available) {
		return Color(0, 0, 0, 0);
	}
	int argb = GetImmersiveColorFromColorSetEx((UINT)GetImmersiveUserColorSetPreference(false, false), GetImmersiveColorTypeFromName(L"ImmersiveSystemAccent"), false, 0);
	return Color((argb & 0xFF) / 255.f, ((argb & 0xFF00) >> 8) / 255.f, ((argb & 0xFF0000) >> 16) / 255.f, ((argb & 0xFF000000) >> 24) / 255.f);
}
int DisplayServerWindows::tablet_get_driver_count() const {