### 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
Ref<World2D> get_world_2d() const;
	virtual void set_material(const Ref<Material> &p_material);
	Ref<Material> get_material() const;
	virtual void set_use_parent_material(bool p_use_parent_material);
	bool get_use_parent_material() const;
	Ref<InputEvent> make_input_local(const Ref<InputEvent> &p_event) const;
	Vector2 make_canvas_position_local(const Vector2 &screen_point) const;
	Vector2 get_global_mouse_position() const;
	Vector2 get_local_mouse_position() const;
	void set_notify_local_transform(bool p_enable);
	bool is_local_transform_notification_enabled() const;
	void set_notify_transform(bool p_enable);
	bool is_transform_notification_enabled() const;
	void force_update_transform();
	virtual void set_texture_filter(TextureFilter p_texture_filter);
	TextureFilter get_texture_filter() const;
	virtual void set_texture_repeat(TextureRepeat p_texture_repeat);
	TextureRepeat get_texture_repeat() const;
	TextureFilter get_texture_filter_in_tree() const;
	TextureRepeat get_texture_repeat_in_tree() const;
	
	virtual Rect2 get_anchorable_rect() const { return Rect2(0, 0, 0, 0); };
	int get_canvas_layer() const;
	CanvasItem();
	~CanvasItem();
};
VARIANT_ENUM_CAST(CanvasItem::TextureFilter)
VARIANT_ENUM_CAST(CanvasItem::TextureRepeat)
VARIANT_ENUM_CAST(CanvasItem::ClipChildrenMode)
class CanvasTexture : public Texture2D {