### 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(CURSOR_ARROW);
	return data.default_cursor;
}
void Control::set_disable_visibility_clip(bool p_ignore) {
	ERR_MAIN_THREAD_GUARD;
	if (data.disable_visibility_clip == p_ignore) {
		return;
	}
	data.disable_visibility_clip = p_ignore;
	queue_redraw();
}
bool Control::is_visibility_clip_disabled() const {
	ERR_READ_THREAD_GUARD_V(false);
	return data.disable_visibility_clip;
}
void Control::set_clip_contents(bool p_clip) {
	ERR_MAIN_THREAD_GUARD;
	if (data.clip_contents == p_clip) {
		return;
	}
	data.clip_contents = p_clip;
	queue_redraw();
}
bool Control::is_clipping_contents() {
	ERR_READ_THREAD_GUARD_V(false);
	return data.clip_contents;
}
void Control::_theme_changed() {