### 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(false);
	return is_inside_tree() && (!data.parent_canvas_item && !data.RI && is_set_as_top_level());
}
Control *Control::get_parent_control() const {
	ERR_READ_THREAD_GUARD_V(nullptr);
	return data.parent_control;
}
Window *Control::get_parent_window() const {
	ERR_READ_THREAD_GUARD_V(nullptr);
	return data.parent_window;
}
Control *Control::get_root_parent_control() const {
	ERR_READ_THREAD_GUARD_V(nullptr);
	const CanvasItem *ci = this;
	const Control *root = this;
	while (ci) {
		const Control *c = Object::cast_to<Control>(ci);
		if (c) {
			root = c;
			if (c->data.RI || c->is_top_level_control()) {
				break;
			}
		}
		ci = ci->get_parent_item();
	}
	return const_cast<Control *>(root);
}
Rect2 Control::get_parent_anchorable_rect() const {