### Godot version

26bed8aa85fc2f98e38552a82929e1deb5b29d8a

### System information

Windows 11

### Issue description

Regardless of settings, the project manager (and the editor itself) has always started to run on the first monitor (I have two), as well as the debugged instance window. This does not happen on 4.0 beta 10.

### Steps to reproduce

N/A

### Minimal reproduction project

N/A
_THREAD_SAFE_METHOD_
	Ref<FileAccess> f = FileAccess::open(p_filename, FileAccess::READ);
	ERR_FAIL_COND_MSG(f.is_null(), "Cannot open file with icon '" + p_filename + "'.");
	ICONDIR *icon_dir = (ICONDIR *)memalloc(sizeof(ICONDIR));
	int pos = 0;
	icon_dir->idReserved = f->get_32();
	pos += sizeof(WORD);
	f->seek(pos);
	icon_dir->idType = f->get_32();
	pos += sizeof(WORD);
	f->seek(pos);
	ERR_FAIL_COND_MSG(icon_dir->idType != 1, "Invalid icon file format!");
	icon_dir->idCount = f->get_32();
	pos += sizeof(WORD);
	f->seek(pos);
	icon_dir = (ICONDIR *)memrealloc(icon_dir, sizeof(ICONDIR) - sizeof(ICONDIRENTRY) + icon_dir->idCount * sizeof(ICONDIRENTRY));
	f->get_buffer((uint8_t *)&icon_dir->idEntries[0], icon_dir->idCount * sizeof(ICONDIRENTRY));
	int small_icon_index = -1; 
	int small_icon_cc = 0;
	int big_icon_index = -1; 
	int big_icon_width = 16;
	int big_icon_cc = 0;
	for (int i = 0; i < icon_dir->idCount; i++) {
		int colors = (icon_dir->idEntries[i].bColorCount == 0) ? 32768 : icon_dir->idEntries[i].bColorCount;
		int width = (icon_dir->idEntries[i].bWidth == 0) ? 256 : icon_dir->idEntries[i].bWidth;
		if (width == 16) {
			if (colors >= small_icon_cc) {
				small_icon_index = i;
				small_icon_cc = colors;
			}