### 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_THREAD_GUARD;
	CanvasItem *parent = get_parent_item();
	if (parent) {
		set_transform(parent->get_global_transform().affine_inverse() * p_transform);
	} else {
		set_transform(p_transform);
	}
}
Transform2D Node2D::get_relative_transform_to_parent(const Node *p_parent) const {
	ERR_READ_THREAD_GUARD_V(Transform2D());
	if (p_parent == this) {
		return Transform2D();
	}
	Node2D *parent_2d = Object::cast_to<Node2D>(get_parent());
	ERR_FAIL_NULL_V(parent_2d, Transform2D());
	if (p_parent == parent_2d) {
		return get_transform();
	} else {
		return parent_2d->get_relative_transform_to_parent(p_parent) * get_transform();
	}
}
void Node2D::look_at(const Vector2 &p_pos) {
	ERR_THREAD_GUARD;
	rotate(get_angle_to(p_pos));
}
real_t Node2D::get_angle_to(const Vector2 &p_pos) const {