### Godot version

v4.0.2.stable.official [7a0977c]

### System information

Window 10

### Issue description

If your project is set to `WINDOW_MODE_FULLSCREEN` in project settings, the first time you try to switch mode for `WINDOWED`, it will not switch properly.


### Steps to reproduce

1. Create a new project
2. Change project settings `Display > Window > Mode` for `FullScreen`
3. Run the following code :

Code that reproduce the issue:
```
func _ready():
	DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_WINDOWED)
	DisplayServer.window_set_size(Vector2i(800,600))
``` 

## Workaround
Calling the `window_set_mode` twice solve the issue...

```
func _ready():
	DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_WINDOWED)
	DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_WINDOWED)
	DisplayServer.window_set_size(Vector2i(800,600))
``` 


### Minimal reproduction project

N/A: reproduction steps are trivial
old_x = mm->get_position().x;
					old_y = mm->get_position().y;
					if (windows[window_id].window_has_focus || window_get_active_popup() == window_id) {
						Input::get_singleton()->parse_input_event(mm);
					}
				}
				return 0;
			}
		} break;
		case WM_POINTERENTER: {
			if (mouse_mode == MOUSE_MODE_CAPTURED && use_raw_input) {
				break;
			}
			if ((tablet_get_current_driver() != "winink") || !winink_available) {
				break;
			}
			uint32_t pointer_id = LOWORD(wParam);
			POINTER_INPUT_TYPE pointer_type = PT_POINTER;
			if (!win8p_GetPointerType(pointer_id, &pointer_type)) {
				break;
			}
			if (pointer_type != PT_PEN) {
				break;
			}
			windows[window_id].block_mm = true;
			return 0;
		} break;
		case WM_POINTERLEAVE: {
			windows[window_id].block_mm = false;
			return 0;