### 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
#ifdef DEBUG_ENABLED
	if (data.size_warning && (data.anchor[SIDE_LEFT] != data.anchor[SIDE_RIGHT] || data.anchor[SIDE_TOP] != data.anchor[SIDE_BOTTOM])) {
		WARN_PRINT("Nodes with non-equal opposite anchors will have their size overridden after _ready(). \nIf you want to set size, change the anchors or consider using set_deferred().");
	}
#endif
	set_size(p_size);
}
void Control::set_size(const Size2 &p_size, bool p_keep_offsets) {
	ERR_MAIN_THREAD_GUARD;
	ERR_FAIL_COND(!isfinite(p_size.x) || !isfinite(p_size.y));
	Size2 new_size = p_size;
	Size2 min = get_combined_minimum_size();
	if (new_size.x < min.x) {
		new_size.x = min.x;
	}
	if (new_size.y < min.y) {
		new_size.y = min.y;
	}
	if (p_keep_offsets) {
		_compute_anchors(Rect2(data.pos_cache, new_size), data.offset, data.anchor);
	} else {
		_compute_offsets(Rect2(data.pos_cache, new_size), data.anchor, data.offset);
	}
	_size_changed();
}
Size2 Control::get_size() const {