### 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(Size2());
	return get_global_transform().get_scale();
}
void Node2D::set_global_scale(const Size2 &p_scale) {
	ERR_THREAD_GUARD;
	CanvasItem *parent = get_parent_item();
	if (parent) {
		Transform2D parent_global_transform = parent->get_global_transform();
		Transform2D new_transform = parent_global_transform * get_transform();
		new_transform.set_scale(p_scale);
		new_transform = parent_global_transform.affine_inverse() * new_transform;
		set_scale(new_transform.get_scale());
	} else {
		set_scale(p_scale);
	}
}
void Node2D::set_transform(const Transform2D &p_transform) {
	ERR_THREAD_GUARD;
	transform = p_transform;
	_set_xform_dirty(true);
	RenderingServer::get_singleton()->canvas_item_set_transform(get_canvas_item(), transform);
	if (!is_inside_tree()) {
		return;
	}
	_notify_transform();
}
void Node2D::set_global_transform(const Transform2D &p_transform) {