### 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
} else {
				String locale = TranslationServer::get_singleton()->get_tool_locale();
				const_cast<Control *>(this)->data.is_rtl = TS->is_locale_right_to_left(locale);
			}
		} else if (data.layout_dir == LAYOUT_DIRECTION_LOCALE) {
			if (GLOBAL_GET(SNAME("internationalization/rendering/force_right_to_left_layout_direction"))) {
				const_cast<Control *>(this)->data.is_rtl = true;
			} else {
				String locale = TranslationServer::get_singleton()->get_tool_locale();
				const_cast<Control *>(this)->data.is_rtl = TS->is_locale_right_to_left(locale);
			}
		} else {
			const_cast<Control *>(this)->data.is_rtl = (data.layout_dir == LAYOUT_DIRECTION_RTL);
		}
	}
	return data.is_rtl;
}
void Control::set_localize_numeral_system(bool p_enable) {
	ERR_MAIN_THREAD_GUARD;
	if (p_enable == data.localize_numeral_system) {
		return;
	}
	data.localize_numeral_system = p_enable;
	notification(MainLoop::NOTIFICATION_TRANSLATION_CHANGED);
}
bool Control::is_localizing_numeral_system() const {
	ERR_READ_THREAD_GUARD_V(false);
	return data.localize_numeral_system;
}
void Control::set_auto_translate(bool p_enable) {