### 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
return diffuse_texture;
}
void CanvasTexture::set_normal_texture(const Ref<Texture2D> &p_normal) {
	ERR_FAIL_COND_MSG(Object::cast_to<CanvasTexture>(p_normal.ptr()) != nullptr, "Can't self-assign a CanvasTexture");
	normal_texture = p_normal;
	RID tex_rid = normal_texture.is_valid() ? normal_texture->get_rid() : RID();
	RS::get_singleton()->canvas_texture_set_channel(canvas_texture, RS::CANVAS_TEXTURE_CHANNEL_NORMAL, tex_rid);
}
Ref<Texture2D> CanvasTexture::get_normal_texture() const {
	return normal_texture;
}
void CanvasTexture::set_specular_texture(const Ref<Texture2D> &p_specular) {
	ERR_FAIL_COND_MSG(Object::cast_to<CanvasTexture>(p_specular.ptr()) != nullptr, "Can't self-assign a CanvasTexture");
	specular_texture = p_specular;
	RID tex_rid = specular_texture.is_valid() ? specular_texture->get_rid() : RID();
	RS::get_singleton()->canvas_texture_set_channel(canvas_texture, RS::CANVAS_TEXTURE_CHANNEL_SPECULAR, tex_rid);
}
Ref<Texture2D> CanvasTexture::get_specular_texture() const {
	return specular_texture;
}
void CanvasTexture::set_specular_color(const Color &p_color) {
	specular = p_color;
	RS::get_singleton()->canvas_texture_set_shading_parameters(canvas_texture, specular, shininess);
}
Color CanvasTexture::get_specular_color() const {
	return specular;
}
void CanvasTexture::set_specular_shininess(real_t p_shininess) {