### 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
} else if (p_property.name == "size_flags_horizontal" || p_property.name == "size_flags_vertical") {
			
			Container *parent_container = Object::cast_to<Container>(parent_node);
			Vector<int> size_flags;
			if (p_property.name == "size_flags_horizontal") {
				size_flags = parent_container->get_allowed_size_flags_horizontal();
			} else if (p_property.name == "size_flags_vertical") {
				size_flags = parent_container->get_allowed_size_flags_vertical();
			}
			
			String hint_string;
			if (size_flags.has(SIZE_FILL)) {
				hint_string += "Fill:1";
			}
			if (size_flags.has(SIZE_EXPAND)) {
				if (!hint_string.is_empty()) {
					hint_string += ",";
				}
				hint_string += "Expand:2";
			}
			if (size_flags.has(SIZE_SHRINK_CENTER)) {
				if (!hint_string.is_empty()) {
					hint_string += ",";
				}
				hint_string += "Shrink Center:4";
			}
			if (size_flags.has(SIZE_SHRINK_END)) {
				if (!hint_string.is_empty()) {
					hint_string += ",";
				}