### 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 (!get_parent()) {
		return;
	}
	get_parent()->move_child(this, -1);
}
void CanvasItem::set_modulate(const Color &p_modulate) {
	ERR_THREAD_GUARD;
	if (modulate == p_modulate) {
		return;
	}
	modulate = p_modulate;
	RenderingServer::get_singleton()->canvas_item_set_modulate(canvas_item, modulate);
}
Color CanvasItem::get_modulate() const {
	ERR_READ_THREAD_GUARD_V(Color());
	return modulate;
}
Color CanvasItem::get_modulate_in_tree() const {
	ERR_READ_THREAD_GUARD_V(Color());
	Color final_modulate = modulate;
	CanvasItem *parent_item = get_parent_item();
	while (parent_item) {
		final_modulate *= parent_item->get_modulate();
		parent_item = parent_item->get_parent_item();
	}
	return final_modulate;
}
void CanvasItem::set_as_top_level(bool p_top_level) {