### 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
ERR_THREAD_GUARD;
	ERR_FAIL_UNSIGNED_INDEX(p_visibility_layer, 32);
	if (p_enable) {
		set_visibility_layer(visibility_layer | (1 << p_visibility_layer));
	} else {
		set_visibility_layer(visibility_layer & (~(1 << p_visibility_layer)));
	}
}
bool CanvasItem::get_visibility_layer_bit(uint32_t p_visibility_layer) const {
	ERR_READ_THREAD_GUARD_V(0);
	ERR_FAIL_UNSIGNED_INDEX_V(p_visibility_layer, 32, false);
	return (visibility_layer & (1 << p_visibility_layer));
}
void CanvasItem::_refresh_texture_filter_cache() const {
	if (!is_inside_tree()) {
		return;
	}
	if (texture_filter == TEXTURE_FILTER_PARENT_NODE) {
		CanvasItem *parent_item = get_parent_item();
		if (parent_item) {
			texture_filter_cache = parent_item->texture_filter_cache;
		} else {
			texture_filter_cache = RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT;
		}
	} else {
		texture_filter_cache = RS::CanvasItemTextureFilter(texture_filter);
	}
}
void CanvasItem::_update_texture_filter_changed(bool p_propagate) {