### 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
return rotation;
}
bool Node2D::_edit_use_rotation() const {
	return true;
}
void Node2D::_edit_set_rect(const Rect2 &p_edit_rect) {
	ERR_FAIL_COND(!_edit_use_rect());
	Rect2 r = _edit_get_rect();
	Vector2 zero_offset;
	Size2 new_scale(1, 1);
	if (r.size.x != 0) {
		zero_offset.x = -r.position.x / r.size.x;
		new_scale.x = p_edit_rect.size.x / r.size.x;
	}
	if (r.size.y != 0) {
		zero_offset.y = -r.position.y / r.size.y;
		new_scale.y = p_edit_rect.size.y / r.size.y;
	}
	Point2 new_pos = p_edit_rect.position + p_edit_rect.size * zero_offset;
	Transform2D postxf;
	postxf.set_rotation_scale_and_skew(rotation, scale, skew);
	new_pos = postxf.xform(new_pos);
	position += new_pos;
	scale *= new_scale;
	_update_transform();
}
#endif
void Node2D::_set_xform_dirty(bool p_dirty) const {