### 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
#ifdef TOOLS_ENABLED
			if (is_part_of_edited_scene()) {
				
				set_message_translation(false);
				notification(NOTIFICATION_TRANSLATION_CHANGED);
			}
#endif
			notification(NOTIFICATION_THEME_CHANGED);
		} break;
		case NOTIFICATION_POST_ENTER_TREE: {
			data.is_rtl_dirty = true;
			update_minimum_size();
			_size_changed();
		} break;
		case NOTIFICATION_EXIT_TREE: {
			release_focus();
			get_viewport()->_gui_remove_control(this);
		} break;
		case NOTIFICATION_READY: {
#ifdef DEBUG_ENABLED
			connect("ready", callable_mp(this, &Control::_clear_size_warning), CONNECT_DEFERRED | CONNECT_ONE_SHOT);
#endif
		} break;
		case NOTIFICATION_ENTER_CANVAS: {
			data.is_rtl_dirty = true;
			CanvasItem *node = this;
			bool has_parent_control = false;
			while (!node->is_set_as_top_level()) {
				CanvasItem *parent = Object::cast_to<CanvasItem>(node->get_parent());
				if (!parent) {