### 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_READ_THREAD_GUARD_V(Transform2D());
	if (_is_global_invalid()) {
		
		const CanvasItem *pi = get_parent_item();
		Transform2D new_global;
		if (pi) {
			new_global = pi->get_global_transform() * get_transform();
		} else {
			new_global = get_transform();
		}
		global_transform = new_global;
		_set_global_invalid(false);
	}
	return global_transform;
}
void CanvasItem::_set_global_invalid(bool p_invalid) const {
	if (is_group_processing()) {
		if (p_invalid) {
			global_invalid.mt.set();
		} else {
			global_invalid.mt.clear();
		}
	} else {
		global_invalid.st = p_invalid;
	}
}
void CanvasItem::_top_level_raise_self() {