### 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(0);
	return light_mask;
}
void CanvasItem::item_rect_changed(bool p_size_changed) {
	ERR_MAIN_THREAD_GUARD;
	if (p_size_changed) {
		queue_redraw();
	}
	emit_signal(SceneStringNames::get_singleton()->item_rect_changed);
}
void CanvasItem::set_z_index(int p_z) {
	ERR_THREAD_GUARD;
	ERR_FAIL_COND(p_z < RS::CANVAS_ITEM_Z_MIN);
	ERR_FAIL_COND(p_z > RS::CANVAS_ITEM_Z_MAX);
	z_index = p_z;
	RS::get_singleton()->canvas_item_set_z_index(canvas_item, z_index);
	update_configuration_warnings();
}
void CanvasItem::set_z_as_relative(bool p_enabled) {
	ERR_THREAD_GUARD;
	if (z_relative == p_enabled) {
		return;
	}
	z_relative = p_enabled;
	RS::get_singleton()->canvas_item_set_z_as_relative_to_parent(canvas_item, p_enabled);
}
bool CanvasItem::is_z_relative() const {