### 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
} break;
		case NOTIFICATION_EXIT_TREE: {
			if (xform_change.in_list()) {
				get_tree()->xform_change_list.remove(&xform_change);
			}
			_exit_canvas();
			if (C) {
				Object::cast_to<CanvasItem>(get_parent())->children_items.erase(C);
				C = nullptr;
			}
			if (window) {
				window->disconnect(SceneStringNames::get_singleton()->visibility_changed, callable_mp(this, &CanvasItem::_window_visibility_changed));
				window = nullptr;
			}
			_set_global_invalid(true);
			parent_visible_in_tree = false;
			if (get_viewport()) {
				get_parent()->disconnect(SNAME("child_order_changed"), callable_mp(get_viewport(), &Viewport::canvas_parent_mark_dirty).bind(get_parent()));
			}
		} break;
		case NOTIFICATION_VISIBILITY_CHANGED: {
			emit_signal(SceneStringNames::get_singleton()->visibility_changed);
		} break;
		case NOTIFICATION_WORLD_2D_CHANGED: {
			_exit_canvas();
			_enter_canvas();
		}
	}
}
void CanvasItem::update_draw_order() {