### 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
if (!is_inside_tree()) {
		return;
	}
	_refresh_texture_filter_cache();
	RS::get_singleton()->canvas_item_set_default_texture_filter(get_canvas_item(), texture_filter_cache);
	queue_redraw();
	if (p_propagate) {
		for (CanvasItem *E : children_items) {
			if (!E->top_level && E->texture_filter == TEXTURE_FILTER_PARENT_NODE) {
				E->_update_texture_filter_changed(true);
			}
		}
	}
}
void CanvasItem::set_texture_filter(TextureFilter p_texture_filter) {
	ERR_MAIN_THREAD_GUARD; 
	ERR_FAIL_INDEX(p_texture_filter, TEXTURE_FILTER_MAX);
	if (texture_filter == p_texture_filter) {
		return;
	}
	texture_filter = p_texture_filter;
	_update_texture_filter_changed(true);
	notify_property_list_changed();
}
CanvasItem::TextureFilter CanvasItem::get_texture_filter() const {
	ERR_READ_THREAD_GUARD_V(TEXTURE_FILTER_NEAREST);
	return texture_filter;
}
void CanvasItem::_refresh_texture_repeat_cache() const {