### 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;
	if (p_custom == data.custom_minimum_size) {
		return;
	}
	if (!isfinite(p_custom.x) || !isfinite(p_custom.y)) {
		
		return;
	}
	data.custom_minimum_size = p_custom;
	update_minimum_size();
}
Size2 Control::get_custom_minimum_size() const {
	ERR_READ_THREAD_GUARD_V(Size2());
	return data.custom_minimum_size;
}
void Control::_update_minimum_size_cache() {
	Size2 minsize = get_minimum_size();
	minsize.x = MAX(minsize.x, data.custom_minimum_size.x);
	minsize.y = MAX(minsize.y, data.custom_minimum_size.y);
	data.minimum_size_cache = minsize;
	data.minimum_size_valid = true;
}
Size2 Control::get_combined_minimum_size() const {
	ERR_READ_THREAD_GUARD_V(Size2());
	if (!data.minimum_size_valid) {
		const_cast<Control *>(this)->_update_minimum_size_cache();
	}
	return data.minimum_size_cache;
}
void Control::_size_changed() {