### Godot version

4.1 stable, 4.1.1 rc1

### System information

Windows 10, Forward +

### Issue description

When updating the global_position of a Node2D that's outside of the scene tree, the global_position does not update. I came across this issue because when I instantiate a scene, I usually set the instantiated object's properties before adding it to the scene tree. When I tried setting the global_position, I noticed the value seems to stay at (0,0). Interestingly, even though the global_position does not update, the position property does. Is it fine to update a node's (global) position when it's not inside the scene tree? Or should we not do this

Also possibly related to #75676

### Steps to reproduce

```gdscript
extends Node

func _ready() -> void:
	var a = Node2D.new()
	a.global_position = Vector2(1, 1)
	assert(a.global_position == Vector2(1, 1))
```

The above assertion fails on 4.1 stable and 4.1.1 rc1, but succeeds on 4.0.2 and 4.0.3. I didn't test other versions besides these

### Minimal reproduction project

N/A
return c;
		}
		c = c->_get_focus_neighbor(p_side, p_count + 1);
		return c;
	}
	real_t dist = 1e7;
	Control *result = nullptr;
	Point2 points[4];
	Transform2D xform = get_global_transform();
	points[0] = xform.xform(Point2());
	points[1] = xform.xform(Point2(get_size().x, 0));
	points[2] = xform.xform(get_size());
	points[3] = xform.xform(Point2(0, get_size().y));
	const Vector2 dir[4] = {
		Vector2(-1, 0),
		Vector2(0, -1),
		Vector2(1, 0),
		Vector2(0, 1)
	};
	Vector2 vdir = dir[p_side];
	real_t maxd = -1e7;
	for (int i = 0; i < 4; i++) {
		real_t d = vdir.dot(points[i]);
		if (d > maxd) {
			maxd = d;
		}
	}
	Node *base = this;
	while (base) {
		Control *c = Object::cast_to<Control>(base);