### 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_MAIN_THREAD_GUARD;
	ERR_FAIL_COND(!is_inside_tree());
	if (!has_focus()) {
		return;
	}
	get_viewport()->gui_release_focus();
}
static Control *_next_control(Control *p_from) {
	if (p_from->is_set_as_top_level()) {
		return nullptr; 
	}
	Control *parent = Object::cast_to<Control>(p_from->get_parent());
	if (!parent) {
		return nullptr;
	}
	int next = p_from->get_index();
	ERR_FAIL_INDEX_V(next, parent->get_child_count(), nullptr);
	for (int i = (next + 1); i < parent->get_child_count(); i++) {
		Control *c = Object::cast_to<Control>(parent->get_child(i));
		if (!c || !c->is_visible_in_tree() || c->is_set_as_top_level()) {
			continue;
		}
		return c;
	}
	
	return _next_control(parent);
}
Control *Control::find_next_valid_focus() const {