### 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
Node *parent_node = get_parent_control();
	
	if (!parent_node) {
		return LayoutMode::LAYOUT_MODE_UNCONTROLLED;
	} else if (Object::cast_to<Container>(parent_node)) {
		return LayoutMode::LAYOUT_MODE_CONTAINER;
	}
	
	return LayoutMode::LAYOUT_MODE_POSITION;
}
void Control::_set_anchors_layout_preset(int p_preset) {
	if (data.stored_layout_mode != LayoutMode::LAYOUT_MODE_UNCONTROLLED && data.stored_layout_mode != LayoutMode::LAYOUT_MODE_ANCHORS) {
		
		return;
	}
	if (p_preset == -1) {
		if (!data.stored_use_custom_anchors) {
			data.stored_use_custom_anchors = true;
			notify_property_list_changed();
		}
		return; 
	}
	bool list_changed = false;
	if (data.stored_use_custom_anchors) {
		list_changed = true;
		data.stored_use_custom_anchors = false;
	}
	LayoutPreset preset = (LayoutPreset)p_preset;
	
	set_anchors_preset(preset);