### 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
set_anchor(p_side, p_anchor);
}
void Control::set_anchor(Side p_side, real_t p_anchor, bool p_keep_offset, bool p_push_opposite_anchor) {
	ERR_MAIN_THREAD_GUARD;
	ERR_FAIL_INDEX((int)p_side, 4);
	Rect2 parent_rect = get_parent_anchorable_rect();
	real_t parent_range = (p_side == SIDE_LEFT || p_side == SIDE_RIGHT) ? parent_rect.size.x : parent_rect.size.y;
	real_t previous_pos = data.offset[p_side] + data.anchor[p_side] * parent_range;
	real_t previous_opposite_pos = data.offset[(p_side + 2) % 4] + data.anchor[(p_side + 2) % 4] * parent_range;
	data.anchor[p_side] = p_anchor;
	if (((p_side == SIDE_LEFT || p_side == SIDE_TOP) && data.anchor[p_side] > data.anchor[(p_side + 2) % 4]) ||
			((p_side == SIDE_RIGHT || p_side == SIDE_BOTTOM) && data.anchor[p_side] < data.anchor[(p_side + 2) % 4])) {
		if (p_push_opposite_anchor) {
			data.anchor[(p_side + 2) % 4] = data.anchor[p_side];
		} else {
			data.anchor[p_side] = data.anchor[(p_side + 2) % 4];
		}
	}
	if (!p_keep_offset) {
		data.offset[p_side] = previous_pos - data.anchor[p_side] * parent_range;
		if (p_push_opposite_anchor) {
			data.offset[(p_side + 2) % 4] = previous_opposite_pos - data.anchor[(p_side + 2) % 4] * parent_range;
		}
	}
	if (is_inside_tree()) {
		_size_changed();
	}
	queue_redraw();
}
real_t Control::get_anchor(Side p_side) const {