### 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(Size2());
	return data.size_cache;
}
void Control::reset_size() {
	ERR_MAIN_THREAD_GUARD;
	set_size(Size2());
}
void Control::set_rect(const Rect2 &p_rect) {
	ERR_MAIN_THREAD_GUARD;
	for (int i = 0; i < 4; i++) {
		data.anchor[i] = ANCHOR_BEGIN;
	}
	_compute_offsets(p_rect, data.anchor, data.offset);
	if (is_inside_tree()) {
		_size_changed();
	}
}
Rect2 Control::get_rect() const {
	ERR_READ_THREAD_GUARD_V(Rect2());
	Transform2D xform = get_transform();
	return Rect2(xform.get_origin(), xform.get_scale() * get_size());
}
Rect2 Control::get_global_rect() const {
	ERR_READ_THREAD_GUARD_V(Rect2());
	Transform2D xform = get_global_transform();
	return Rect2(xform.get_origin(), xform.get_scale() * get_size());
}
Rect2 Control::get_screen_rect() const {