### 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
hint_string += "Shrink End:8";
			}
			if (hint_string.is_empty()) {
				p_property.hint_string = "";
				p_property.usage |= PROPERTY_USAGE_READ_ONLY;
			} else {
				p_property.hint_string = hint_string;
			}
		}
	} else {
		
		if (p_property.name.begins_with("size_flags_")) {
			p_property.usage ^= PROPERTY_USAGE_EDITOR;
		} else if (p_property.name == "layout_mode") {
			
			p_property.hint_string = "Position,Anchors";
		}
		
		LayoutMode _layout = _get_layout_mode();
		bool use_anchors = (_layout == LayoutMode::LAYOUT_MODE_ANCHORS || _layout == LayoutMode::LAYOUT_MODE_UNCONTROLLED);
		if (!use_anchors && p_property.name == "anchors_preset") {
			p_property.usage ^= PROPERTY_USAGE_EDITOR;
		}
		bool use_custom_anchors = use_anchors && _get_anchors_layout_preset() == -1; 
		if (!use_custom_anchors && (p_property.name.begins_with("anchor_") || p_property.name.begins_with("offset_") || p_property.name.begins_with("grow_"))) {
			p_property.usage ^= PROPERTY_USAGE_EDITOR;
		}
	}
	
	if (!Object::cast_to<Container>(parent_node)) {