### 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
switch (p_screen) {
		case SCREEN_PRIMARY: {
			p_screen = get_primary_screen();
		} break;
		case SCREEN_OF_MAIN_WINDOW: {
			p_screen = window_get_current_screen(MAIN_WINDOW_ID);
		} break;
		default:
			break;
	}
	EnumPosData data = { 0, p_screen, Point2() };
	EnumDisplayMonitors(nullptr, nullptr, _MonitorEnumProcPos, (LPARAM)&data);
	return data.pos - _get_screens_origin();
}
typedef struct {
	int count;
	int screen;
	Size2 size;
} EnumSizeData;
typedef struct {
	int count;
	int screen;
	Rect2i rect;
} EnumRectData;
typedef struct {
	int count;
	int screen;
	float rate;
} EnumRefreshRateData;
static BOOL CALLBACK _MonitorEnumProcSize(HMONITOR hMonitor, HDC hdcMonitor, LPRECT lprcMonitor, LPARAM dwData) {