### 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(!is_inside_tree());
	get_viewport()->warp_mouse(get_global_transform_with_canvas().xform(p_position));
}
void Control::set_shortcut_context(const Node *p_node) {
	ERR_MAIN_THREAD_GUARD;
	if (p_node != nullptr) {
		data.shortcut_context = p_node->get_instance_id();
	} else {
		data.shortcut_context = ObjectID();
	}
}
Node *Control::get_shortcut_context() const {
	ERR_READ_THREAD_GUARD_V(nullptr);
	Object *ctx_obj = ObjectDB::get_instance(data.shortcut_context);
	Node *ctx_node = Object::cast_to<Node>(ctx_obj);
	return ctx_node;
}
bool Control::is_focus_owner_in_shortcut_context() const {
	ERR_READ_THREAD_GUARD_V(false);
	if (data.shortcut_context == ObjectID()) {
		
		return true;
	}
	const Node *ctx_node = get_shortcut_context();
	const Control *vp_focus = get_viewport() ? get_viewport()->gui_get_focus_owner() : nullptr;
	
	return ctx_node && vp_focus && (ctx_node == vp_focus || ctx_node->is_ancestor_of(vp_focus));
}
void Control::set_drag_forwarding(const Callable &p_drag, const Callable &p_can_drop, const Callable &p_drop) {