### 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(Point2());
	return get_global_transform().get_origin();
}
void Node2D::set_global_position(const Point2 &p_pos) {
	ERR_THREAD_GUARD;
	CanvasItem *parent = get_parent_item();
	if (parent) {
		Transform2D inv = parent->get_global_transform().affine_inverse();
		set_position(inv.xform(p_pos));
	} else {
		set_position(p_pos);
	}
}
real_t Node2D::get_global_rotation() const {
	ERR_READ_THREAD_GUARD_V(0);
	return get_global_transform().get_rotation();
}
real_t Node2D::get_global_rotation_degrees() const {
	ERR_READ_THREAD_GUARD_V(0);
	return Math::rad_to_deg(get_global_rotation());
}
real_t Node2D::get_global_skew() const {
	ERR_READ_THREAD_GUARD_V(0);
	return get_global_transform().get_skew();
}
void Node2D::set_global_rotation(const real_t p_radians) {