### 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_THREAD_GUARD;
	material = p_material;
	RID rid;
	if (material.is_valid()) {
		rid = material->get_rid();
	}
	RS::get_singleton()->canvas_item_set_material(canvas_item, rid);
	notify_property_list_changed(); 
}
void CanvasItem::set_use_parent_material(bool p_use_parent_material) {
	ERR_THREAD_GUARD;
	use_parent_material = p_use_parent_material;
	RS::get_singleton()->canvas_item_set_use_parent_material(canvas_item, p_use_parent_material);
}
bool CanvasItem::get_use_parent_material() const {
	ERR_READ_THREAD_GUARD_V(false);
	return use_parent_material;
}
Ref<Material> CanvasItem::get_material() const {
	ERR_READ_THREAD_GUARD_V(Ref<Material>());
	return material;
}
Vector2 CanvasItem::make_canvas_position_local(const Vector2 &screen_point) const {
	ERR_READ_THREAD_GUARD_V(Vector2());
	ERR_FAIL_COND_V(!is_inside_tree(), screen_point);
	Transform2D local_matrix = (get_canvas_transform() * get_global_transform()).affine_inverse();
	return local_matrix.xform(screen_point);
}
Ref<InputEvent> CanvasItem::make_input_local(const Ref<InputEvent> &p_event) const {