### 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
List<String> test_args;
	
	for (int x = 0; x < argc; x++) {
		String arg = String(argv[x]);
		if (arg != "--test") {
			test_args.push_back(arg);
		}
	}
	if (test_args.size() > 0) {
		
		char **doctest_args = new char *[test_args.size()];
		for (int x = 0; x < test_args.size(); x++) {
			
			CharString cs = test_args[x].utf8();
			const char *str = cs.get_data();
			
			doctest_args[x] = new char[strlen(str) + 1];
			
			memcpy(doctest_args[x], str, strlen(str) + 1);
		}
		test_context.applyCommandLine(test_args.size(), doctest_args);
		for (int x = 0; x < test_args.size(); x++) {
			delete[] doctest_args[x];
		}
		delete[] doctest_args;
	}
	return test_context.run();
}
struct GodotTestCaseListener : public doctest::IReporter {
	GodotTestCaseListener(const doctest::ContextOptions &p_in) {}