### 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
TEXTURE_FILTER_PARENT_NODE,
		TEXTURE_FILTER_NEAREST,
		TEXTURE_FILTER_LINEAR,
		TEXTURE_FILTER_NEAREST_WITH_MIPMAPS,
		TEXTURE_FILTER_LINEAR_WITH_MIPMAPS,
		TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC,
		TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC,
		TEXTURE_FILTER_MAX
	};
	enum TextureRepeat {
		TEXTURE_REPEAT_PARENT_NODE,
		TEXTURE_REPEAT_DISABLED,
		TEXTURE_REPEAT_ENABLED,
		TEXTURE_REPEAT_MIRROR,
		TEXTURE_REPEAT_MAX,
	};
	enum ClipChildrenMode {
		CLIP_CHILDREN_DISABLED,
		CLIP_CHILDREN_ONLY,
		CLIP_CHILDREN_AND_DRAW,
		CLIP_CHILDREN_MAX,
	};
private:
	mutable SelfList<Node>
			xform_change;
	RID canvas_item;
	StringName canvas_group;
	CanvasLayer *canvas_layer = nullptr;