### 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
void _set_global_invalid(bool p_invalid) const;
	void _top_level_raise_self();
	void _propagate_visibility_changed(bool p_parent_visible_in_tree);
	void _handle_visibility_change(bool p_visible);
	virtual void _top_level_changed();
	virtual void _top_level_changed_on_parent();
	void _redraw_callback();
	void _invalidate_global_transform();
	void _enter_canvas();
	void _exit_canvas();
	void _window_visibility_changed();
	void _notify_transform(CanvasItem *p_node);
	static CanvasItem *current_item_drawn;
	friend class Viewport;
	void _refresh_texture_repeat_cache() const;
	void _update_texture_repeat_changed(bool p_propagate);
	void _refresh_texture_filter_cache() const;
	void _update_texture_filter_changed(bool p_propagate);
	void _notify_transform_deferred();
protected:
	_FORCE_INLINE_ void _notify_transform() {