### 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(Rect2());
	ERR_FAIL_COND_V(!is_inside_tree(), Rect2());
	Transform2D xform = get_screen_transform();
	return Rect2(xform.get_origin(), xform.get_scale() * get_size());
}
Rect2 Control::get_anchorable_rect() const {
	ERR_READ_THREAD_GUARD_V(Rect2());
	return Rect2(Point2(), get_size());
}
void Control::set_scale(const Vector2 &p_scale) {
	ERR_MAIN_THREAD_GUARD;
	if (data.scale == p_scale) {
		return;
	}
	data.scale = p_scale;
	
	if (data.scale.x == 0) {
		data.scale.x = CMP_EPSILON;
	}
	if (data.scale.y == 0) {
		data.scale.y = CMP_EPSILON;
	}
	queue_redraw();
	_notify_transform();
}
Vector2 Control::get_scale() const {