### 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
void draw_multiline_string_outline(const Ref<Font> &p_font, const Point2 &p_pos, const String &p_text, HorizontalAlignment p_alignment = HORIZONTAL_ALIGNMENT_LEFT, float p_width = -1, int p_font_size = Font::DEFAULT_FONT_SIZE, int p_max_lines = -1, int p_size = 1, const Color &p_modulate = Color(1.0, 1.0, 1.0), BitField<TextServer::LineBreakFlag> p_brk_flags = TextServer::BREAK_MANDATORY | TextServer::BREAK_WORD_BOUND, BitField<TextServer::JustificationFlag> p_jst_flags = TextServer::JUSTIFICATION_KASHIDA | TextServer::JUSTIFICATION_WORD_BOUND, TextServer::Direction p_direction = TextServer::DIRECTION_AUTO, TextServer::Orientation p_orientation = TextServer::ORIENTATION_HORIZONTAL) const;
	void draw_char(const Ref<Font> &p_font, const Point2 &p_pos, const String &p_char, int p_font_size = Font::DEFAULT_FONT_SIZE, const Color &p_modulate = Color(1.0, 1.0, 1.0)) const;
	void draw_char_outline(const Ref<Font> &p_font, const Point2 &p_pos, const String &p_char, int p_font_size = Font::DEFAULT_FONT_SIZE, int p_size = 1, const Color &p_modulate = Color(1.0, 1.0, 1.0)) const;
	void draw_set_transform(const Point2 &p_offset, real_t p_rot = 0.0, const Size2 &p_scale = Size2(1.0, 1.0));
	void draw_set_transform_matrix(const Transform2D &p_matrix);
	void draw_animation_slice(double p_animation_length, double p_slice_begin, double p_slice_end, double p_offset = 0);
	void draw_end_animation();
	static CanvasItem *get_current_item_drawn();
	
	void set_as_top_level(bool p_top_level);
	bool is_set_as_top_level() const;
	void set_draw_behind_parent(bool p_enable);
	bool is_draw_behind_parent_enabled() const;
	CanvasItem *get_parent_item() const;
	virtual Transform2D get_transform() const = 0;
	virtual Transform2D get_global_transform() const;
	virtual Transform2D get_global_transform_with_canvas() const;
	virtual Transform2D get_screen_transform() const;
	CanvasItem *get_top_level() const;
	_FORCE_INLINE_ RID get_canvas_item() const {
		return canvas_item;
	}
	void set_block_transform_notify(bool p_enable);
	bool is_block_transform_notify_enabled() const;
	Transform2D get_canvas_transform() const;
	Transform2D get_viewport_transform() const;
	Rect2 get_viewport_rect() const;
	RID get_viewport_rid() const;
	RID get_canvas() const;
	ObjectID get_canvas_layer_instance_id() const;