### 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_THREAD_GUARD;
	if (_is_xform_dirty()) {
		_update_xform_values();
	}
	scale = p_scale;
	
	if (Math::is_zero_approx(scale.x)) {
		scale.x = CMP_EPSILON;
	}
	if (Math::is_zero_approx(scale.y)) {
		scale.y = CMP_EPSILON;
	}
	_update_transform();
}
Point2 Node2D::get_position() const {
	ERR_READ_THREAD_GUARD_V(Point2());
	if (_is_xform_dirty()) {
		_update_xform_values();
	}
	return position;
}
real_t Node2D::get_rotation() const {
	ERR_READ_THREAD_GUARD_V(0);
	if (_is_xform_dirty()) {
		_update_xform_values();
	}
	return rotation;
}
real_t Node2D::get_rotation_degrees() const {