### 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;
	if (!is_inside_tree()) {
		return;
	}
	if (canvas_group != StringName()) {
		get_tree()->call_group_flags(SceneTree::GROUP_CALL_UNIQUE | SceneTree::GROUP_CALL_DEFERRED, canvas_group, "_top_level_raise_self");
	} else {
		ERR_FAIL_NULL_MSG(get_parent_item(), "Moved child is in incorrect state (no canvas group, no canvas item parent).");
		RenderingServer::get_singleton()->canvas_item_set_draw_index(canvas_item, get_index());
	}
}
void CanvasItem::_window_visibility_changed() {
	_propagate_visibility_changed(window->is_visible());
}
void CanvasItem::queue_redraw() {
	ERR_THREAD_GUARD; 
	if (!is_inside_tree()) {
		return;
	}
	if (pending_update) {
		return;
	}
	pending_update = true;
	MessageQueue::get_singleton()->push_callable(callable_mp(this, &CanvasItem::_redraw_callback));
}
void CanvasItem::move_to_front() {