### 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; 
	ERR_FAIL_INDEX(p_texture_repeat, TEXTURE_REPEAT_MAX);
	if (texture_repeat == p_texture_repeat) {
		return;
	}
	texture_repeat = p_texture_repeat;
	_update_texture_repeat_changed(true);
	notify_property_list_changed();
}
void CanvasItem::set_clip_children_mode(ClipChildrenMode p_clip_mode) {
	ERR_THREAD_GUARD;
	ERR_FAIL_COND(p_clip_mode >= CLIP_CHILDREN_MAX);
	if (clip_children_mode == p_clip_mode) {
		return;
	}
	clip_children_mode = p_clip_mode;
	if (Object::cast_to<CanvasGroup>(this) != nullptr) {
		
		return;
	}
	RS::get_singleton()->canvas_item_set_canvas_group_mode(get_canvas_item(), RS::CanvasGroupMode(clip_children_mode));
}
CanvasItem::ClipChildrenMode CanvasItem::get_clip_children_mode() const {
	ERR_READ_THREAD_GUARD_V(CLIP_CHILDREN_DISABLED);
	return clip_children_mode;
}
CanvasItem::TextureRepeat CanvasItem::get_texture_repeat() const {