### 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(nullptr);
	Object *ret = nullptr;
	GDVIRTUAL_CALL(_make_custom_tooltip, p_text, ret);
	return Object::cast_to<Control>(ret);
}
void Control::_notification(int p_notification) {
	ERR_MAIN_THREAD_GUARD;
	switch (p_notification) {
		case NOTIFICATION_POSTINITIALIZE: {
			data.initialized = true;
			_invalidate_theme_cache();
			_update_theme_item_cache();
		} break;
		case NOTIFICATION_PARENTED: {
			Node *parent_node = get_parent();
			data.parent_control = Object::cast_to<Control>(parent_node);
			data.parent_window = Object::cast_to<Window>(parent_node);
			data.theme_owner->assign_theme_on_parented(this);
			_update_layout_mode();
		} break;
		case NOTIFICATION_UNPARENTED: {
			data.parent_control = nullptr;
			data.parent_window = nullptr;
			data.theme_owner->clear_theme_on_unparented(this);
		} break;
		case NOTIFICATION_ENTER_TREE: {