### 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(RID());
	ERR_FAIL_COND_V(!is_inside_tree(), RID());
	return get_viewport()->get_viewport_rid();
}
void CanvasItem::set_block_transform_notify(bool p_enable) {
	ERR_THREAD_GUARD;
	block_transform_notify = p_enable;
}
bool CanvasItem::is_block_transform_notify_enabled() const {
	ERR_READ_THREAD_GUARD_V(false);
	return block_transform_notify;
}
void CanvasItem::set_draw_behind_parent(bool p_enable) {
	ERR_THREAD_GUARD;
	if (behind == p_enable) {
		return;
	}
	behind = p_enable;
	RenderingServer::get_singleton()->canvas_item_set_draw_behind_parent(canvas_item, behind);
}
bool CanvasItem::is_draw_behind_parent_enabled() const {
	ERR_READ_THREAD_GUARD_V(false);
	return behind;
}
void CanvasItem::set_material(const Ref<Material> &p_material) {