### 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
Key modifiers = p_keycode & KeyModifierMask::MODIFIER_MASK;
	Key keycode_no_mod = (Key)(p_keycode & KeyModifierMask::CODE_MASK);
	if (keycode_no_mod == Key::PRINT ||
			keycode_no_mod == Key::KP_ADD ||
			keycode_no_mod == Key::KP_5 ||
			(keycode_no_mod >= Key::KEY_0 && keycode_no_mod <= Key::KEY_9)) {
		return p_keycode;
	}
	unsigned int scancode = KeyMappingWindows::get_scancode(keycode_no_mod);
	if (scancode == 0) {
		return p_keycode;
	}
	HKL current_layout = GetKeyboardLayout(0);
	UINT vk = MapVirtualKeyEx(scancode, MAPVK_VSC_TO_VK, current_layout);
	if (vk == 0) {
		return p_keycode;
	}
	UINT char_code = MapVirtualKeyEx(vk, MAPVK_VK_TO_CHAR, current_layout) & 0x7FFF;
	
	
	if (char_code >= 32 && char_code <= 127) {
		
		if (char_code == (unsigned int)Key::BRACKETLEFT || char_code == (unsigned int)Key::BRACKETRIGHT) {
			char_code += 32;
		}
		return (Key)(char_code | (unsigned int)modifiers);
	}
	return (Key)(KeyMappingWindows::get_keysym(vk) | modifiers);
}
String _get_full_layout_name_from_registry(HKL p_layout) {