### 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;
	data.forward_drag = p_drag;
	data.forward_can_drop = p_can_drop;
	data.forward_drop = p_drop;
}
Variant Control::get_drag_data(const Point2 &p_point) {
	ERR_READ_THREAD_GUARD_V(Variant());
	Variant ret;
	if (data.forward_drag.is_valid()) {
		Variant p = p_point;
		const Variant *vp[1] = { &p };
		Callable::CallError ce;
		data.forward_drag.callp((const Variant **)vp, 1, ret, ce);
		if (ce.error != Callable::CallError::CALL_OK) {
			ERR_FAIL_V_MSG(Variant(), "Error calling forwarded method from 'get_drag_data': " + Variant::get_callable_error_text(data.forward_drag, (const Variant **)vp, 1, ce) + ".");
		}
		return ret;
	}
	GDVIRTUAL_CALL(_get_drag_data, p_point, ret);
	return ret;
}
bool Control::can_drop_data(const Point2 &p_point, const Variant &p_data) const {