### 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
RenderingServer::get_singleton()->canvas_item_set_visible(canvas_item, p_visible);
	notification(NOTIFICATION_VISIBILITY_CHANGED);
	if (p_visible) {
		queue_redraw();
	} else {
		emit_signal(SceneStringNames::get_singleton()->hidden);
	}
	_block();
	for (int i = 0; i < get_child_count(); i++) {
		CanvasItem *c = Object::cast_to<CanvasItem>(get_child(i));
		if (c) { 
			c->_propagate_visibility_changed(p_visible);
		}
	}
	_unblock();
}
void CanvasItem::show() {
	ERR_MAIN_THREAD_GUARD;
	set_visible(true);
}
void CanvasItem::hide() {
	ERR_MAIN_THREAD_GUARD;
	set_visible(false);
}
bool CanvasItem::is_visible() const {