### 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_INDEX((int)p_focus_mode, 3);
	if (is_inside_tree() && p_focus_mode == FOCUS_NONE && data.focus_mode != FOCUS_NONE && has_focus()) {
		release_focus();
	}
	data.focus_mode = p_focus_mode;
}
Control::FocusMode Control::get_focus_mode() const {
	ERR_READ_THREAD_GUARD_V(FOCUS_NONE);
	return data.focus_mode;
}
bool Control::has_focus() const {
	ERR_READ_THREAD_GUARD_V(false);
	return is_inside_tree() && get_viewport()->_gui_control_has_focus(this);
}
void Control::grab_focus() {
	ERR_MAIN_THREAD_GUARD;
	ERR_FAIL_COND(!is_inside_tree());
	if (data.focus_mode == FOCUS_NONE) {
		WARN_PRINT("This control can't grab focus. Use set_focus_mode() to allow a control to get focus.");
		return;
	}
	get_viewport()->_gui_control_grab_focus(this);
}
void Control::grab_click_focus() {
	ERR_MAIN_THREAD_GUARD;
	ERR_FAIL_COND(!is_inside_tree());
	get_viewport()->_gui_grab_click_focus(this);
}
void Control::release_focus() {