### 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
ERR_READ_THREAD_GUARD_V(0);
	return Math::rad_to_deg(get_rotation());
}
void Control::set_pivot_offset(const Vector2 &p_pivot) {
	ERR_MAIN_THREAD_GUARD;
	if (data.pivot_offset == p_pivot) {
		return;
	}
	data.pivot_offset = p_pivot;
	queue_redraw();
	_notify_transform();
}
Vector2 Control::get_pivot_offset() const {
	ERR_READ_THREAD_GUARD_V(Vector2());
	return data.pivot_offset;
}
void Control::_update_minimum_size() {
	if (!is_inside_tree()) {
		data.updating_last_minimum_size = false;
		return;
	}
	Size2 minsize = get_combined_minimum_size();
	data.updating_last_minimum_size = false;
	if (minsize != data.last_minimum_size) {
		data.last_minimum_size = minsize;
		_size_changed();
		emit_signal(SceneStringNames::get_singleton()->minimum_size_changed);
	}
}
void Control::update_minimum_size() {