### 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
/* This check exists to avoid re-propagating the transform
	 * notification down the tree on dirty nodes. It provides
	 * optimization by avoiding redundancy (nodes are dirty, will get the
	 * notification anyway).
	 */
	if ( p_node->_is_global_invalid()) {
		return; 
	}
	p_node->_set_global_invalid(true);
	if (p_node->notify_transform && !p_node->xform_change.in_list()) {
		if (!p_node->block_transform_notify) {
			if (p_node->is_inside_tree()) {
				if (is_accessible_from_caller_thread()) {
					get_tree()->xform_change_list.add(&p_node->xform_change);
				} else {
					
					MessageQueue::get_singleton()->push_callable(callable_mp(p_node, &CanvasItem::_notify_transform_deferred));
				}
			}
		}
	}
	for (CanvasItem *ci : p_node->children_items) {
		if (ci->top_level) {
			continue;
		}
		_notify_transform(ci);
	}
}
Rect2 CanvasItem::get_viewport_rect() const {