### 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 (diffuse_texture.is_valid()) {
		return diffuse_texture->get_height();
	} else {
		return 1;
	}
}
bool CanvasTexture::is_pixel_opaque(int p_x, int p_y) const {
	if (diffuse_texture.is_valid()) {
		return diffuse_texture->is_pixel_opaque(p_x, p_y);
	} else {
		return false;
	}
}
bool CanvasTexture::has_alpha() const {
	if (diffuse_texture.is_valid()) {
		return diffuse_texture->has_alpha();
	} else {
		return false;
	}
}
Ref<Image> CanvasTexture::get_image() const {
	if (diffuse_texture.is_valid()) {
		return diffuse_texture->get_image();
	} else {
		return Ref<Image>();
	}
}
RID CanvasTexture::get_rid() const {