### 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(false);
	return false;
}
String Control::properties_managed_by_container[] = {
	"offset_left",
	"offset_top",
	"offset_right",
	"offset_bottom",
	"anchor_left",
	"anchor_top",
	"anchor_right",
	"anchor_bottom",
	"position",
	"rotation",
	"scale",
	"size"
};
bool Control::_set(const StringName &p_name, const Variant &p_value) {
	ERR_MAIN_THREAD_GUARD_V(false);
	String name = p_name;
	if (!name.begins_with("theme_override")) {
		return false;
	}
	if (p_value.get_type() == Variant::NIL || (p_value.get_type() == Variant::OBJECT && (Object *)p_value == nullptr)) {
		if (name.begins_with("theme_override_icons/")) {
			String dname = name.get_slicec('/', 1);