### 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
rotation = transform.get_rotation();
	skew = transform.get_skew();
	position = transform.columns[2];
	scale = transform.get_scale();
	_set_xform_dirty(false);
}
void Node2D::_update_transform() {
	transform.set_rotation_scale_and_skew(rotation, scale, skew);
	transform.columns[2] = position;
	RenderingServer::get_singleton()->canvas_item_set_transform(get_canvas_item(), transform);
	if (!is_inside_tree()) {
		return;
	}
	_notify_transform();
}
void Node2D::reparent(Node *p_parent, bool p_keep_global_transform) {
	ERR_THREAD_GUARD;
	Transform2D temp = get_global_transform();
	Node::reparent(p_parent);
	if (p_keep_global_transform) {
		set_global_transform(temp);
	}
}
void Node2D::set_position(const Point2 &p_pos) {