### 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
LayoutMode computed_layout = _get_layout_mode();
	if (data.stored_layout_mode != computed_layout) {
		data.stored_layout_mode = computed_layout;
		notify_property_list_changed();
	}
}
Control::LayoutMode Control::_get_layout_mode() const {
	Node *parent_node = get_parent_control();
	
	if (!parent_node) {
		return LayoutMode::LAYOUT_MODE_UNCONTROLLED;
	} else if (Object::cast_to<Container>(parent_node)) {
		return LayoutMode::LAYOUT_MODE_CONTAINER;
	}
	
	if (_get_anchors_layout_preset() != (int)LayoutPreset::PRESET_TOP_LEFT) {
		return LayoutMode::LAYOUT_MODE_ANCHORS;
	}
	
	return data.stored_layout_mode;
}
Control::LayoutMode Control::_get_default_layout_mode() const {