### 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;
	ERR_FAIL_COND_MSG(!drawing, "Drawing is only allowed inside NOTIFICATION_DRAW, _draw() function or 'draw' signal.");
	ERR_FAIL_COND(p_dash <= 0.0);
	float length = (p_to - p_from).length();
	Vector2 step = p_dash * (p_to - p_from).normalized();
	if (length < p_dash || step == Vector2()) {
		RenderingServer::get_singleton()->canvas_item_add_line(canvas_item, p_from, p_to, p_color, p_width);
		return;
	}
	int steps = (p_aligned) ? Math::ceil(length / p_dash) : Math::floor(length / p_dash);
	if (steps % 2 == 0) {
		steps--;
	}
	Point2 off = p_from;
	if (p_aligned) {
		off += (p_to - p_from).normalized() * (length - steps * p_dash) / 2.0;
	}
	Vector<Vector2> points;
	points.resize(steps + 1);
	for (int i = 0; i < steps; i += 2) {
		points.write[i] = (i == 0) ? p_from : off;
		points.write[i + 1] = (p_aligned && i == steps - 1) ? p_to : (off + step);
		off += step * 2;
	}
	Vector<Color> colors = { p_color };
	RenderingServer::get_singleton()->canvas_item_add_multiline(canvas_item, points, colors, p_width);
}
void CanvasItem::draw_line(const Point2 &p_from, const Point2 &p_to, const Color &p_color, real_t p_width, bool p_antialiased) {