### 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_READ_THREAD_GUARD_V(false);
	return visible;
}
CanvasItem *CanvasItem::current_item_drawn = nullptr;
CanvasItem *CanvasItem::get_current_item_drawn() {
	return current_item_drawn;
}
void CanvasItem::_redraw_callback() {
	if (!is_inside_tree()) {
		pending_update = false;
		return;
	}
	RenderingServer::get_singleton()->canvas_item_clear(get_canvas_item());
	
	if (is_visible_in_tree()) {
		drawing = true;
		current_item_drawn = this;
		notification(NOTIFICATION_DRAW);
		emit_signal(SceneStringNames::get_singleton()->draw);
		GDVIRTUAL_CALL(_draw);
		current_item_drawn = nullptr;
		drawing = false;
	}
	
	pending_update = false; 
}
void CanvasItem::_invalidate_global_transform() {