### 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;
	if (!is_inside_tree() || !visible || updating_child_controls) {
		return;
	}
	updating_child_controls = true;
	call_deferred(SNAME("_update_child_controls"));
}
void Window::_update_child_controls() {
	if (!updating_child_controls) {
		return;
	}
	_update_window_size();
	updating_child_controls = false;
}
bool Window::_can_consume_input_events() const {
	return exclusive_child == nullptr;
}
void Window::_window_input(const Ref<InputEvent> &p_ev) {
	if (EngineDebugger::is_active()) {
		
		
		if (debugger_stop_shortcut.is_null()) {
			String shortcut_str = OS::get_singleton()->get_environment("__GODOT_EDITOR_STOP_SHORTCUT__");
			if (!shortcut_str.is_empty()) {
				Variant shortcut_var;
				VariantParser::StreamString ss;