### 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_MAIN_THREAD_GUARD;
	if (!is_inside_tree() || data.block_minimum_size_adjust) {
		return;
	}
	
	Control *invalidate = this;
	while (invalidate && invalidate->data.minimum_size_valid) {
		invalidate->data.minimum_size_valid = false;
		if (invalidate->is_set_as_top_level()) {
			break; 
		}
		Window *parent_window = invalidate->get_parent_window();
		if (parent_window && parent_window->is_wrapping_controls()) {
			parent_window->child_controls_changed();
			break; 
		}
		invalidate = invalidate->get_parent_control();
	}
	if (!is_visible_in_tree()) {
		return;
	}
	if (data.updating_last_minimum_size) {
		return;
	}
	data.updating_last_minimum_size = true;
	MessageQueue::get_singleton()->push_callable(callable_mp(this, &Control::_update_minimum_size));
}
void Control::set_block_minimum_size_adjust(bool p_block) {