### Godot version

v4.2.rc2.official [1ba920fad]

### System information

Godot v4.2.rc2 - Windows 10.0.22631 - Vulkan (Forward+) - dedicated AMD Radeon RX 6700 XT (Advanced Micro Devices, Inc.; 31.0.22023.1014) - AMD Ryzen 9 5900X 12-Core Processor (24 Threads)

### Issue description

When I enter fullscreen mode in the editor with shift + f11 while being in or then going to the 3D editor, I can't exit it anymore by pressing the same keybind.

### Steps to reproduce

Create a new Godot project
Press shift + f11 to enable editor fullscreen
Go to the 3D editor
Try to exit editor fullscreen with shift + f11

### Minimal reproduction project

Create a new Godot project
void _save_scene(String p_file, int idx = -1);
	void _save_all_scenes();
	int _next_unsaved_scene(bool p_valid_filename, int p_start = 0);
	void _discard_changes(const String &p_str = String());
	void _scene_tab_closed(int p_tab);
	void _inherit_request(String p_file);
	void _instantiate_request(const Vector<String> &p_files);
	void _quick_opened();
	void _open_command_palette();
	void _project_run_started();
	void _project_run_stopped();
	void _add_to_recent_scenes(const String &p_scene);
	void _update_recent_scenes();
	void _open_recent_scene(int p_idx);
	void _dropped_files(const Vector<String> &p_files);
	void _add_dropped_files_recursive(const Vector<String> &p_files, String to_path);
	void _update_from_settings();
	void _gdextensions_reloaded();
	void _renderer_selected(int);
	void _update_renderer_color();
	void _exit_editor(int p_exit_code);
	virtual void shortcut_input(const Ref<InputEvent> &p_event) override;
	bool has_main_screen() const { return true; }
	void _remove_edited_scene(bool p_change_tab = true);
	void _remove_scene(int index, bool p_change_tab = true);
	bool _find_and_save_resource(Ref<Resource> p_res, HashMap<Ref<Resource>, bool> &processed, int32_t flags);
	bool _find_and_save_edited_subresources(Object *obj, HashMap<Ref<Resource>, bool> &processed, int32_t flags);
	void _save_edited_subresources(Node *scene, HashMap<Ref<Resource>, bool> &processed, int32_t flags);
	void _mark_unsaved_scenes();
	void _find_node_types(Node *p_node, int &count_2d, int &count_3d);