### 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_INDEX((int)p_side, 4);
	if (data.offset[p_side] == p_value) {
		return;
	}
	data.offset[p_side] = p_value;
	_size_changed();
}
real_t Control::get_offset(Side p_side) const {
	ERR_READ_THREAD_GUARD_V(0);
	ERR_FAIL_INDEX_V((int)p_side, 4, 0);
	return data.offset[p_side];
}
void Control::set_anchor_and_offset(Side p_side, real_t p_anchor, real_t p_pos, bool p_push_opposite_anchor) {
	ERR_MAIN_THREAD_GUARD;
	set_anchor(p_side, p_anchor, false, p_push_opposite_anchor);
	set_offset(p_side, p_pos);
}
void Control::set_begin(const Point2 &p_point) {
	ERR_MAIN_THREAD_GUARD;
	ERR_FAIL_COND(!isfinite(p_point.x) || !isfinite(p_point.y));
	if (data.offset[0] == p_point.x && data.offset[1] == p_point.y) {
		return;
	}
	data.offset[0] = p_point.x;
	data.offset[1] = p_point.y;
	_size_changed();
}
Point2 Control::get_begin() const {