### 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
if (!is_inside_tree()) {
			return;
		}
		_notify_transform(this);
		if (!block_transform_notify && notify_local_transform) {
			notification(NOTIFICATION_LOCAL_TRANSFORM_CHANGED);
		}
	}
	void item_rect_changed(bool p_size_changed = true);
	void _notification(int p_what);
	static void _bind_methods();
	void _validate_property(PropertyInfo &p_property) const;
	_FORCE_INLINE_ void set_hide_clip_children(bool p_value) { hide_clip_children = p_value; }
	GDVIRTUAL0(_draw)
public:
	enum {
		NOTIFICATION_TRANSFORM_CHANGED = SceneTree::NOTIFICATION_TRANSFORM_CHANGED, 
		NOTIFICATION_DRAW = 30,
		NOTIFICATION_VISIBILITY_CHANGED = 31,
		NOTIFICATION_ENTER_CANVAS = 32,
		NOTIFICATION_EXIT_CANVAS = 33,
		NOTIFICATION_LOCAL_TRANSFORM_CHANGED = 35,
		NOTIFICATION_WORLD_2D_CHANGED = 36,
	};
	
#ifdef TOOLS_ENABLED
	
	virtual bool _edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const;
	
	virtual void _edit_set_state(const Dictionary &p_state) {}