### 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(0);
	return Math::rad_to_deg(get_rotation());
}
real_t Node2D::get_skew() const {
	ERR_READ_THREAD_GUARD_V(0);
	if (_is_xform_dirty()) {
		_update_xform_values();
	}
	return skew;
}
Size2 Node2D::get_scale() const {
	ERR_READ_THREAD_GUARD_V(Size2());
	if (_is_xform_dirty()) {
		_update_xform_values();
	}
	return scale;
}
Transform2D Node2D::get_transform() const {
	ERR_READ_THREAD_GUARD_V(Transform2D());
	return transform;
}
void Node2D::rotate(real_t p_radians) {
	ERR_THREAD_GUARD;
	set_rotation(get_rotation() + p_radians);
}
void Node2D::translate(const Vector2 &p_amount) {