### 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
signal_watcher = memnew(SignalWatcher);
	}
	void test_run_end(const doctest::TestRunStats &) override {
		memdelete(signal_watcher);
	}
	void test_case_reenter(const doctest::TestCaseData &) override {
		reinitialize();
	}
	void subcase_start(const doctest::SubcaseSignature &) override {
		reinitialize();
	}
	void report_query(const doctest::QueryData &) override {}
	void test_case_exception(const doctest::TestCaseException &) override {}
	void subcase_end() override {}
	void log_assert(const doctest::AssertData &in) override {}
	void log_message(const doctest::MessageData &) override {}
	void test_case_skipped(const doctest::TestCaseData &) override {}
private:
	void reinitialize() {
		Math::seed(0x60d07);
		SignalWatcher::get_singleton()->_clear_signals();
	}
};
REGISTER_LISTENER("GodotTestCaseListener", 1, GodotTestCaseListener);