### 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
break;
				}
				Control *parent_control = Object::cast_to<Control>(parent);
				if (parent_control) {
					has_parent_control = true;
					break;
				}
				node = parent;
			}
			if (has_parent_control) {
				
			} else {
				
				Viewport *viewport = get_viewport();
				ERR_FAIL_NULL(viewport);
				data.RI = viewport->_gui_add_root_control(this);
				get_parent()->connect(SNAME("child_order_changed"), callable_mp(get_viewport(), &Viewport::gui_set_root_order_dirty), CONNECT_REFERENCE_COUNTED);
			}
			data.parent_canvas_item = get_parent_item();
			if (data.parent_canvas_item) {
				data.parent_canvas_item->connect("item_rect_changed", callable_mp(this, &Control::_size_changed));
			} else {
				
				Viewport *viewport = get_viewport();
				ERR_FAIL_NULL(viewport);
				viewport->connect("size_changed", callable_mp(this, &Control::_size_changed));
			}
		} break;
		case NOTIFICATION_EXIT_CANVAS: {
			if (data.parent_canvas_item) {