### 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
canvas_layer = Object::cast_to<CanvasLayer>(n);
			if (canvas_layer) {
				break;
			}
			if (Object::cast_to<Viewport>(n)) {
				break;
			}
			n = n->get_parent();
		}
		RID canvas;
		if (canvas_layer) {
			canvas = canvas_layer->get_canvas();
		} else {
			canvas = get_viewport()->find_world_2d()->get_canvas();
		}
		RenderingServer::get_singleton()->canvas_item_set_parent(canvas_item, canvas);
		RenderingServer::get_singleton()->canvas_item_set_visibility_layer(canvas_item, visibility_layer);
		canvas_group = "_root_canvas" + itos(canvas.get_id());
		add_to_group(canvas_group);
		if (canvas_layer) {
			canvas_layer->reset_sort_index();
		} else {
			get_viewport()->gui_reset_canvas_sort_index();
		}
	}
	pending_update = false;
	queue_redraw();
	notification(NOTIFICATION_ENTER_CANVAS);
}
void CanvasItem::_exit_canvas() {