### 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_READ_THREAD_GUARD_V(nullptr);
	Control *from = const_cast<Control *>(this);
	while (true) {
		
		if (!data.focus_prev.is_empty()) {
			Node *n = get_node_or_null(data.focus_prev);
			ERR_FAIL_NULL_V_MSG(n, nullptr, "Previous focus node path is invalid: '" + data.focus_prev + "'.");
			Control *c = Object::cast_to<Control>(n);
			ERR_FAIL_NULL_V_MSG(c, nullptr, "Previous focus node is not a control: '" + n->get_name() + "'.");
			if (c->is_visible() && c->get_focus_mode() != FOCUS_NONE) {
				return c;
			}
		}
		
		Control *prev_child = nullptr;
		if (from->is_set_as_top_level() || !Object::cast_to<Control>(from->get_parent())) {
			
			prev_child = _prev_control(from);
		} else {
			for (int i = (from->get_index() - 1); i >= 0; i--) {
				Control *c = Object::cast_to<Control>(from->get_parent()->get_child(i));
				if (!c || !c->is_visible_in_tree() || c->is_set_as_top_level()) {
					continue;
				}
				prev_child = c;
				break;
			}
			if (!prev_child) {