### 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
next_child = const_cast<Control *>(this);
				while (next_child && !next_child->is_set_as_top_level()) {
					next_child = cast_to<Control>(next_child->get_parent());
				}
				if (!next_child) {
					next_child = const_cast<Control *>(this);
					while (next_child) {
						if (next_child->data.RI) {
							break;
						}
						next_child = next_child->get_parent_control();
					}
				}
			}
		}
		if (next_child == from || next_child == this) { 
			return (get_focus_mode() == FOCUS_ALL) ? next_child : nullptr;
		}
		if (next_child) {
			if (next_child->get_focus_mode() == FOCUS_ALL) {
				return next_child;
			}
			from = next_child;
		} else {
			break;
		}
	}
	return nullptr;
}
static Control *_prev_control(Control *p_from) {