### 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_READ_THREAD_GUARD_V(Rect2());
	if (!is_inside_tree()) {
		return Rect2();
	}
	Rect2 parent_rect;
	if (data.parent_canvas_item) {
		parent_rect = data.parent_canvas_item->get_anchorable_rect();
	} else {
#ifdef TOOLS_ENABLED
		Node *edited_scene_root = get_tree()->get_edited_scene_root();
		Node *scene_root_parent = edited_scene_root ? edited_scene_root->get_parent() : nullptr;
		if (scene_root_parent && get_viewport() == scene_root_parent->get_viewport()) {
			parent_rect.size = Size2(GLOBAL_GET("display/window/size/viewport_width"), GLOBAL_GET("display/window/size/viewport_height"));
		} else {
			parent_rect = get_viewport()->get_visible_rect();
		}
#else
		parent_rect = get_viewport()->get_visible_rect();
#endif
	}
	return parent_rect;
}
Size2 Control::get_parent_area_size() const {
	ERR_READ_THREAD_GUARD_V(Size2());
	return get_parent_anchorable_rect().size;
}
Transform2D Control::_get_internal_transform() const {