### 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(TEXTURE_REPEAT_DISABLED);
	return texture_repeat;
}
CanvasItem::TextureFilter CanvasItem::get_texture_filter_in_tree() const {
	ERR_READ_THREAD_GUARD_V(TEXTURE_FILTER_NEAREST);
	_refresh_texture_filter_cache();
	return (TextureFilter)texture_filter_cache;
}
CanvasItem::TextureRepeat CanvasItem::get_texture_repeat_in_tree() const {
	ERR_READ_THREAD_GUARD_V(TEXTURE_REPEAT_DISABLED);
	_refresh_texture_repeat_cache();
	return (TextureRepeat)texture_repeat_cache;
}
CanvasItem::CanvasItem() :
		xform_change(this) {
	canvas_item = RenderingServer::get_singleton()->canvas_item_create();
}
CanvasItem::~CanvasItem() {
	ERR_FAIL_NULL(RenderingServer::get_singleton());
	RenderingServer::get_singleton()->free(canvas_item);
}
void CanvasTexture::set_diffuse_texture(const Ref<Texture2D> &p_diffuse) {
	ERR_FAIL_COND_MSG(Object::cast_to<CanvasTexture>(p_diffuse.ptr()) != nullptr, "Can't self-assign a CanvasTexture");
	diffuse_texture = p_diffuse;
	RID tex_rid = diffuse_texture.is_valid() ? diffuse_texture->get_rid() : RID();
	RS::get_singleton()->canvas_texture_set_channel(canvas_texture, RS::CANVAS_TEXTURE_CHANNEL_DIFFUSE, tex_rid);
	emit_changed();
}
Ref<Texture2D> CanvasTexture::get_diffuse_texture() const {