### 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
notification(NOTIFICATION_EXIT_CANVAS, true); 
	RenderingServer::get_singleton()->canvas_item_set_parent(canvas_item, RID());
	canvas_layer = nullptr;
	if (canvas_group != StringName()) {
		remove_from_group(canvas_group);
		canvas_group = StringName();
	}
}
void CanvasItem::_notification(int p_what) {
	ERR_MAIN_THREAD_GUARD;
	switch (p_what) {
		case NOTIFICATION_ENTER_TREE: {
			ERR_FAIL_COND(!is_inside_tree());
			Node *parent = get_parent();
			if (parent) {
				CanvasItem *ci = Object::cast_to<CanvasItem>(parent);
				if (ci) {
					parent_visible_in_tree = ci->is_visible_in_tree();
					C = ci->children_items.push_back(this);
				} else {
					CanvasLayer *cl = Object::cast_to<CanvasLayer>(parent);
					if (cl) {
						parent_visible_in_tree = cl->is_visible();
					} else {
						
						Viewport *viewport = nullptr;
						while (parent) {
							viewport = Object::cast_to<Viewport>(parent);