### 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
case PRESET_BOTTOM_LEFT:
		case PRESET_BOTTOM_RIGHT:
		case PRESET_CENTER_BOTTOM:
		case PRESET_BOTTOM_WIDE:
			data.offset[1] = parent_rect.size.y * (1.0 - data.anchor[1]) - new_size.y - p_margin + parent_rect.position.y;
			break;
	}
	
	switch (p_preset) {
		case PRESET_TOP_LEFT:
		case PRESET_BOTTOM_LEFT:
		case PRESET_CENTER_LEFT:
		case PRESET_LEFT_WIDE:
			data.offset[2] = x * (0.0 - data.anchor[2]) + new_size.x + p_margin + parent_rect.position.x;
			break;
		case PRESET_CENTER_TOP:
		case PRESET_CENTER_BOTTOM:
		case PRESET_CENTER:
		case PRESET_VCENTER_WIDE:
			data.offset[2] = x * (0.5 - data.anchor[2]) + new_size.x / 2 + parent_rect.position.x;
			break;
		case PRESET_TOP_RIGHT:
		case PRESET_BOTTOM_RIGHT:
		case PRESET_CENTER_RIGHT:
		case PRESET_TOP_WIDE:
		case PRESET_RIGHT_WIDE:
		case PRESET_BOTTOM_WIDE:
		case PRESET_HCENTER_WIDE:
		case PRESET_FULL_RECT:
			data.offset[2] = x * (1.0 - data.anchor[2]) - p_margin + parent_rect.position.x;