### 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
prev_child = Object::cast_to<Control>(from->get_parent());
			} else {
				prev_child = _prev_control(prev_child);
			}
		}
		if (prev_child == from || prev_child == this) { 
			return (get_focus_mode() == FOCUS_ALL) ? prev_child : nullptr;
		}
		if (prev_child->get_focus_mode() == FOCUS_ALL) {
			return prev_child;
		}
		from = prev_child;
	}
	return nullptr;
}
void Control::set_focus_neighbor(Side p_side, const NodePath &p_neighbor) {
	ERR_MAIN_THREAD_GUARD;
	ERR_FAIL_INDEX((int)p_side, 4);
	data.focus_neighbor[p_side] = p_neighbor;
}
NodePath Control::get_focus_neighbor(Side p_side) const {
	ERR_READ_THREAD_GUARD_V(NodePath());
	ERR_FAIL_INDEX_V((int)p_side, 4, NodePath());
	return data.focus_neighbor[p_side];
}
void Control::set_focus_next(const NodePath &p_next) {
	ERR_MAIN_THREAD_GUARD;
	data.focus_next = p_next;
}
NodePath Control::get_focus_next() const {