### 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
emit_signal(SceneStringNames::get_singleton()->mouse_entered);
		} break;
		case NOTIFICATION_MOUSE_EXIT: {
			emit_signal(SceneStringNames::get_singleton()->mouse_exited);
		} break;
		case NOTIFICATION_FOCUS_ENTER: {
			emit_signal(SceneStringNames::get_singleton()->focus_entered);
			queue_redraw();
		} break;
		case NOTIFICATION_FOCUS_EXIT: {
			emit_signal(SceneStringNames::get_singleton()->focus_exited);
			queue_redraw();
		} break;
		case NOTIFICATION_THEME_CHANGED: {
			emit_signal(SceneStringNames::get_singleton()->theme_changed);
			_invalidate_theme_cache();
			_update_theme_item_cache();
			queue_redraw();
			update_minimum_size();
			_size_changed();
		} break;
		case NOTIFICATION_VISIBILITY_CHANGED: {
			if (!is_visible_in_tree()) {
				if (get_viewport() != nullptr) {
					get_viewport()->_gui_hide_control(this);
				}
			} else {
				update_minimum_size();
				_size_changed();
			}