### 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
if (p_property.name == "theme_type_variation") {
		List<StringName> names;
		
		
		ThemeDB::get_singleton()->get_default_theme()->get_type_variation_list(get_class_name(), &names);
		if (ThemeDB::get_singleton()->get_project_theme().is_valid()) {
			ThemeDB::get_singleton()->get_project_theme()->get_type_variation_list(get_class_name(), &names);
		}
		names.sort_custom<StringName::AlphCompare>();
		Vector<StringName> unique_names;
		String hint_string;
		for (const StringName &E : names) {
			
			if (unique_names.has(E)) {
				continue;
			}
			hint_string += String(E) + ",";
			unique_names.append(E);
		}
		p_property.hint_string = hint_string;
	}
	if (p_property.name == "mouse_force_pass_scroll_events") {
		
		if (data.mouse_filter != MOUSE_FILTER_STOP) {