### 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
return Transform2D(_edit_get_rotation(), _edit_get_position() + _edit_get_pivot());
}
#endif
bool CanvasItem::is_visible_in_tree() const {
	ERR_READ_THREAD_GUARD_V(false);
	return visible && parent_visible_in_tree;
}
void CanvasItem::_propagate_visibility_changed(bool p_parent_visible_in_tree) {
	parent_visible_in_tree = p_parent_visible_in_tree;
	if (!visible) {
		return;
	}
	_handle_visibility_change(p_parent_visible_in_tree);
}
void CanvasItem::set_visible(bool p_visible) {
	ERR_MAIN_THREAD_GUARD;
	if (visible == p_visible) {
		return;
	}
	visible = p_visible;
	if (!parent_visible_in_tree) {
		notification(NOTIFICATION_VISIBILITY_CHANGED);
		return;
	}
	_handle_visibility_change(p_visible);
}
void CanvasItem::_handle_visibility_change(bool p_visible) {