### 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_MAIN_THREAD_GUARD;
	if (p_enable == data.auto_translate) {
		return;
	}
	data.auto_translate = p_enable;
	notification(MainLoop::NOTIFICATION_TRANSLATION_CHANGED);
}
bool Control::is_auto_translating() const {
	ERR_READ_THREAD_GUARD_V(false);
	return data.auto_translate;
}
void Control::set_tooltip_text(const String &p_hint) {
	ERR_MAIN_THREAD_GUARD;
	data.tooltip = p_hint;
	update_configuration_warnings();
}
String Control::get_tooltip_text() const {
	ERR_READ_THREAD_GUARD_V(String());
	return data.tooltip;
}
String Control::get_tooltip(const Point2 &p_pos) const {
	ERR_READ_THREAD_GUARD_V(String());
	String ret;
	if (GDVIRTUAL_CALL(_get_tooltip, p_pos, ret)) {
		return ret;
	}
	return data.tooltip;
}
Control *Control::make_custom_tooltip(const String &p_text) const {