### 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
if (!is_inside_tree()) {
		return;
	}
	if (canvas_layer) {
		RenderingServer::get_singleton()->canvas_item_set_draw_index(canvas_item, canvas_layer->get_sort_index());
	} else {
		RenderingServer::get_singleton()->canvas_item_set_draw_index(canvas_item, get_viewport()->gui_get_canvas_sort_index());
	}
}
void CanvasItem::_enter_canvas() {
	
	CanvasItem *parent_item = get_parent_item();
	if (get_parent()) {
		get_viewport()->canvas_parent_mark_dirty(get_parent());
	}
	if (parent_item) {
		canvas_layer = parent_item->canvas_layer;
		RenderingServer::get_singleton()->canvas_item_set_parent(canvas_item, parent_item->get_canvas_item());
		RenderingServer::get_singleton()->canvas_item_set_visibility_layer(canvas_item, visibility_layer);
	} else {
		Node *n = this;
		canvas_layer = nullptr;
		while (n) {