### 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
virtual Dictionary _edit_get_state() const { return Dictionary(); }
	
	virtual void _edit_set_position(const Point2 &p_position) = 0;
	virtual Point2 _edit_get_position() const = 0;
	
	virtual void _edit_set_scale(const Size2 &p_scale) = 0;
	virtual Size2 _edit_get_scale() const = 0;
	
	virtual bool _edit_use_rotation() const { return false; };
	virtual void _edit_set_rotation(real_t p_rotation) {}
	virtual real_t _edit_get_rotation() const { return 0.0; };
	
	virtual bool _edit_use_rect() const { return false; }; 
	virtual void _edit_set_rect(const Rect2 &p_rect) {}
	virtual Rect2 _edit_get_rect() const { return Rect2(0, 0, 0, 0); };
	virtual Size2 _edit_get_minimum_size() const { return Size2(-1, -1); };