### 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;
	if (_is_xform_dirty()) {
		_update_xform_values();
	}
	position = p_pos;
	_update_transform();
}
void Node2D::set_rotation(real_t p_radians) {
	ERR_THREAD_GUARD;
	if (_is_xform_dirty()) {
		_update_xform_values();
	}
	rotation = p_radians;
	_update_transform();
}
void Node2D::set_rotation_degrees(real_t p_degrees) {
	ERR_THREAD_GUARD;
	set_rotation(Math::deg_to_rad(p_degrees));
}
void Node2D::set_skew(real_t p_radians) {
	ERR_THREAD_GUARD;
	if (_is_xform_dirty()) {
		_update_xform_values();
	}
	skew = p_radians;
	_update_transform();
}
void Node2D::set_scale(const Size2 &p_scale) {