### 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;
	ERR_FAIL_COND(!data.bulk_theme_override);
	data.bulk_theme_override = false;
	_notify_theme_override_changed();
}
TypedArray<Vector3i> Control::structured_text_parser(TextServer::StructuredTextParser p_parser_type, const Array &p_args, const String &p_text) const {
	ERR_READ_THREAD_GUARD_V(TypedArray<Vector3i>());
	if (p_parser_type == TextServer::STRUCTURED_TEXT_CUSTOM) {
		TypedArray<Vector3i> ret;
		GDVIRTUAL_CALL(_structured_text_parser, p_args, p_text, ret);
		return ret;
	} else {
		return TS->parse_structured_text(p_parser_type, p_args, p_text);
	}
}
void Control::set_layout_direction(Control::LayoutDirection p_direction) {
	ERR_MAIN_THREAD_GUARD;
	if (data.layout_dir == p_direction) {
		return;
	}
	ERR_FAIL_INDEX((int)p_direction, 4);
	data.layout_dir = p_direction;
	data.is_rtl_dirty = true;
	propagate_notification(NOTIFICATION_LAYOUT_DIRECTION_CHANGED);
}
Control::LayoutDirection Control::get_layout_direction() const {
	ERR_READ_THREAD_GUARD_V(LAYOUT_DIRECTION_INHERITED);
	return data.layout_dir;
}
bool Control::is_layout_rtl() const {