### 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_MAIN_THREAD_GUARD;
	if (top_level == p_top_level) {
		return;
	}
	if (!is_inside_tree()) {
		top_level = p_top_level;
		propagate_call(SNAME("_invalidate_global_transform"));
		return;
	}
	_exit_canvas();
	top_level = p_top_level;
	_top_level_changed();
	_enter_canvas();
	_notify_transform();
}
void CanvasItem::_top_level_changed() {
	
	int children = get_child_count();
	for (int i = 0; i < children; i++) {
		CanvasItem *child = Object::cast_to<CanvasItem>(get_child(i));
		if (child) {
			child->_top_level_changed_on_parent();
		}
	}
}
void CanvasItem::_top_level_changed_on_parent() {
	
	_top_level_changed();
}
bool CanvasItem::is_set_as_top_level() const {