### 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_READ_THREAD_GUARD_V(0);
	return data.expand;
}
void Control::_call_gui_input(const Ref<InputEvent> &p_event) {
	if (p_event->get_device() != InputEvent::DEVICE_ID_INTERNAL) {
		emit_signal(SceneStringNames::get_singleton()->gui_input, p_event); 
	}
	if (!is_inside_tree() || get_viewport()->is_input_handled()) {
		return; 
	}
	if (p_event->get_device() != InputEvent::DEVICE_ID_INTERNAL) {
		GDVIRTUAL_CALL(_gui_input, p_event);
	}
	if (!is_inside_tree() || get_viewport()->is_input_handled()) {
		return; 
	}
	gui_input(p_event);
}
void Control::gui_input(const Ref<InputEvent> &p_event) {
}
void Control::accept_event() {
	ERR_MAIN_THREAD_GUARD;
	if (is_inside_tree()) {
		get_viewport()->_gui_accept_event();
	}
}
bool Control::has_point(const Point2 &p_point) const {