### 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
Transform2D rot_scale;
	rot_scale.set_rotation_and_scale(data.rotation, data.scale);
	Transform2D offset;
	offset.set_origin(-data.pivot_offset);
	return offset.affine_inverse() * (rot_scale * offset);
}
void Control::_update_canvas_item_transform() {
	Transform2D xform = _get_internal_transform();
	xform[2] += get_position();
	
	if (is_inside_tree() && Math::abs(Math::sin(data.rotation * 4.0f)) < 0.00001f && get_viewport()->is_snap_controls_to_pixels_enabled()) {
		xform[2] = xform[2].round();
	}
	RenderingServer::get_singleton()->canvas_item_set_transform(get_canvas_item(), xform);
}
Transform2D Control::get_transform() const {
	ERR_READ_THREAD_GUARD_V(Transform2D());
	Transform2D xform = _get_internal_transform();
	xform[2] += get_position();
	return xform;
}
void Control::_top_level_changed_on_parent() {
	
	_notification(NOTIFICATION_EXIT_CANVAS);
	_notification(NOTIFICATION_ENTER_CANVAS);
}
void Control::_set_anchor(Side p_side, real_t p_anchor) {