### 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_FAIL_COND((p_state.size() <= 0) ||
			!p_state.has("rotation") || !p_state.has("scale") ||
			!p_state.has("pivot") || !p_state.has("anchors") || !p_state.has("offsets") ||
			!p_state.has("layout_mode") || !p_state.has("anchors_layout_preset"));
	Dictionary state = p_state;
	set_rotation(state["rotation"]);
	set_scale(state["scale"]);
	set_pivot_offset(state["pivot"]);
	Array anchors = state["anchors"];
	
	LayoutMode _layout = (LayoutMode)(int)state["layout_mode"];
	if (_layout == LayoutMode::LAYOUT_MODE_POSITION) {
		bool anchors_mode = ((real_t)anchors[0] != 0.0 || (real_t)anchors[1] != 0.0 || (real_t)anchors[2] != 0.0 || (real_t)anchors[3] != 0.0);
		if (anchors_mode) {
			_layout = LayoutMode::LAYOUT_MODE_ANCHORS;
		}
	}
	_set_layout_mode(_layout);
	if (_layout == LayoutMode::LAYOUT_MODE_ANCHORS || _layout == LayoutMode::LAYOUT_MODE_UNCONTROLLED) {
		_set_anchors_layout_preset((int)state["anchors_layout_preset"]);
	}
	data.anchor[SIDE_LEFT] = anchors[0];
	data.anchor[SIDE_TOP] = anchors[1];
	data.anchor[SIDE_RIGHT] = anchors[2];
	data.anchor[SIDE_BOTTOM] = anchors[3];
	Array offsets = state["offsets"];
	data.offset[SIDE_LEFT] = offsets[0];
	data.offset[SIDE_TOP] = offsets[1];
	data.offset[SIDE_RIGHT] = offsets[2];
	data.offset[SIDE_BOTTOM] = offsets[3];