### 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(GROW_DIRECTION_BEGIN);
	return data.h_grow;
}
void Control::set_v_grow_direction(GrowDirection p_direction) {
	ERR_MAIN_THREAD_GUARD;
	if (data.v_grow == p_direction) {
		return;
	}
	ERR_FAIL_INDEX((int)p_direction, 3);
	data.v_grow = p_direction;
	_size_changed();
}
Control::GrowDirection Control::get_v_grow_direction() const {
	ERR_READ_THREAD_GUARD_V(GROW_DIRECTION_BEGIN);
	return data.v_grow;
}
void Control::_compute_anchors(Rect2 p_rect, const real_t p_offsets[4], real_t (&r_anchors)[4]) {
	Size2 parent_rect_size = get_parent_anchorable_rect().size;
	ERR_FAIL_COND(parent_rect_size.x == 0.0);
	ERR_FAIL_COND(parent_rect_size.y == 0.0);
	real_t x = p_rect.position.x;
	if (is_layout_rtl()) {
		x = parent_rect_size.x - x - p_rect.size.x;
	}
	r_anchors[0] = (x - p_offsets[0]) / parent_rect_size.x;
	r_anchors[1] = (p_rect.position.y - p_offsets[1]) / parent_rect_size.y;
	r_anchors[2] = (x + p_rect.size.x - p_offsets[2]) / parent_rect_size.x;
	r_anchors[3] = (p_rect.position.y + p_rect.size.y - p_offsets[3]) / parent_rect_size.y;
}
void Control::_compute_offsets(Rect2 p_rect, const real_t p_anchors[4], real_t (&r_offsets)[4]) {