### 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(NodePath());
	return data.focus_next;
}
void Control::set_focus_previous(const NodePath &p_prev) {
	ERR_MAIN_THREAD_GUARD;
	data.focus_prev = p_prev;
}
NodePath Control::get_focus_previous() const {
	ERR_READ_THREAD_GUARD_V(NodePath());
	return data.focus_prev;
}
#define MAX_NEIGHBOR_SEARCH_COUNT 512
Control *Control::_get_focus_neighbor(Side p_side, int p_count) {
	ERR_FAIL_INDEX_V((int)p_side, 4, nullptr);
	if (p_count >= MAX_NEIGHBOR_SEARCH_COUNT) {
		return nullptr;
	}
	if (!data.focus_neighbor[p_side].is_empty()) {
		Node *n = get_node_or_null(data.focus_neighbor[p_side]);
		ERR_FAIL_NULL_V_MSG(n, nullptr, "Neighbor focus node path is invalid: '" + data.focus_neighbor[p_side] + "'.");
		Control *c = Object::cast_to<Control>(n);
		ERR_FAIL_NULL_V_MSG(c, nullptr, "Neighbor focus node is not a control: '" + n->get_name() + "'.");
		bool valid = true;
		if (!c->is_visible()) {
			valid = false;
		}
		if (c->get_focus_mode() == FOCUS_NONE) {
			valid = false;
		}
		if (valid) {