### 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(false);
	bool ret;
	if (GDVIRTUAL_CALL(_has_point, p_point, ret)) {
		return ret;
	}
	return Rect2(Point2(), get_size()).has_point(p_point);
}
void Control::set_mouse_filter(MouseFilter p_filter) {
	ERR_MAIN_THREAD_GUARD;
	ERR_FAIL_INDEX(p_filter, 3);
	data.mouse_filter = p_filter;
	notify_property_list_changed();
	update_configuration_warnings();
}
Control::MouseFilter Control::get_mouse_filter() const {
	ERR_READ_THREAD_GUARD_V(MOUSE_FILTER_IGNORE);
	return data.mouse_filter;
}
void Control::set_force_pass_scroll_events(bool p_force_pass_scroll_events) {
	ERR_MAIN_THREAD_GUARD;
	data.force_pass_scroll_events = p_force_pass_scroll_events;
}
bool Control::is_force_pass_scroll_events() const {
	ERR_READ_THREAD_GUARD_V(false);
	return data.force_pass_scroll_events;
}
void Control::warp_mouse(const Point2 &p_position) {