### 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
reinitialize();
		String name = String(p_in.m_name);
		String suite_name = String(p_in.m_test_suite);
		if (name.find("[SceneTree]") != -1) {
			memnew(MessageQueue);
			memnew(Input);
			Input::get_singleton()->set_use_accumulated_input(false);
			Error err = OK;
			OS::get_singleton()->set_has_server_feature_callback(nullptr);
			for (int i = 0; i < DisplayServer::get_create_function_count(); i++) {
				if (String("mock") == DisplayServer::get_create_function_name(i)) {
					DisplayServer::create(i, "", DisplayServer::WindowMode::WINDOW_MODE_MINIMIZED, DisplayServer::VSyncMode::VSYNC_ENABLED, 0, nullptr, Vector2i(0, 0), DisplayServer::SCREEN_PRIMARY, err);
					break;
				}
			}
			memnew(RenderingServerDefault());
			RenderingServerDefault::get_singleton()->init();
			RenderingServerDefault::get_singleton()->set_render_loop_enabled(false);
			physics_server_3d = PhysicsServer3DManager::get_singleton()->new_default_server();
			physics_server_3d->init();
			physics_server_2d = PhysicsServer2DManager::get_singleton()->new_default_server();
			physics_server_2d->init();
			ERR_PRINT_OFF;
			navigation_server_3d = NavigationServer3DManager::new_default_server();