### 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;
	}
	bool property_is_managed_by_container = false;
	for (unsigned i = 0; i < properties_managed_by_container_count; i++) {
		property_is_managed_by_container = properties_managed_by_container[i] == p_property.name;
		if (property_is_managed_by_container) {
			break;
		}
	}
	if (property_is_managed_by_container) {
		p_property.usage |= PROPERTY_USAGE_READ_ONLY;
	}
}
bool Control::_property_can_revert(const StringName &p_name) const {
	if (p_name == "layout_mode" || p_name == "anchors_preset") {
		return true;
	}
	return false;
}
bool Control::_property_get_revert(const StringName &p_name, Variant &r_property) const {
	if (p_name == "layout_mode") {
		r_property = _get_default_layout_mode();
		return true;
	} else if (p_name == "anchors_preset") {
		r_property = LayoutPreset::PRESET_TOP_LEFT;
		return true;
	}
	return false;
}
bool Control::is_top_level_control() const {