### 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
Dictionary s;
	s["rotation"] = get_rotation();
	s["scale"] = get_scale();
	s["pivot"] = get_pivot_offset();
	Array anchors;
	anchors.push_back(get_anchor(SIDE_LEFT));
	anchors.push_back(get_anchor(SIDE_TOP));
	anchors.push_back(get_anchor(SIDE_RIGHT));
	anchors.push_back(get_anchor(SIDE_BOTTOM));
	s["anchors"] = anchors;
	Array offsets;
	offsets.push_back(get_offset(SIDE_LEFT));
	offsets.push_back(get_offset(SIDE_TOP));
	offsets.push_back(get_offset(SIDE_RIGHT));
	offsets.push_back(get_offset(SIDE_BOTTOM));
	s["offsets"] = offsets;
	s["layout_mode"] = _get_layout_mode();
	s["anchors_layout_preset"] = _get_anchors_layout_preset();
	return s;
}
void Control::_edit_set_state(const Dictionary &p_state) {