### 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(ObjectID());
	if (canvas_layer) {
		return canvas_layer->get_instance_id();
	} else {
		return ObjectID();
	}
}
CanvasItem *CanvasItem::get_top_level() const {
	ERR_READ_THREAD_GUARD_V(nullptr);
	CanvasItem *ci = const_cast<CanvasItem *>(this);
	while (!ci->top_level && Object::cast_to<CanvasItem>(ci->get_parent())) {
		ci = Object::cast_to<CanvasItem>(ci->get_parent());
	}
	return ci;
}
Ref<World2D> CanvasItem::get_world_2d() const {
	ERR_READ_THREAD_GUARD_V(Ref<World2D>());
	ERR_FAIL_COND_V(!is_inside_tree(), Ref<World2D>());
	CanvasItem *tl = get_top_level();
	if (tl->get_viewport()) {
		return tl->get_viewport()->find_world_2d();
	} else {
		return Ref<World2D>();
	}
}
RID CanvasItem::get_viewport_rid() const {