### 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
KeyMappingWindows::initialize();
	drop_events = false;
	key_event_pos = 0;
	alt_mem = false;
	gr_mem = false;
	shift_mem = false;
	control_mem = false;
	meta_mem = false;
	hInstance = static_cast<OS_Windows *>(OS::get_singleton())->get_hinstance();
	pressrc = 0;
	old_invalid = true;
	mouse_mode = MOUSE_MODE_VISIBLE;
	rendering_driver = p_rendering_driver;
	
	bool tts_enabled = GLOBAL_GET("audio/general/text_to_speech");
	if (tts_enabled) {
		tts = memnew(TTS_Windows);
	}
	
	screen_set_keep_on(GLOBAL_GET("display/window/energy_saving/keep_screen_on"));
	
	OSVERSIONINFOW os_ver;
	ZeroMemory(&os_ver, sizeof(OSVERSIONINFOW));
	os_ver.dwOSVersionInfoSize = sizeof(OSVERSIONINFOW);
	HMODULE nt_lib = LoadLibraryW(L"ntdll.dll");
	if (nt_lib) {
		RtlGetVersionPtr RtlGetVersion = (RtlGetVersionPtr)GetProcAddress(nt_lib, "RtlGetVersion");
		if (RtlGetVersion) {
			RtlGetVersion(&os_ver);
		}