### 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
}
	bool pos_changed = new_pos_cache != data.pos_cache;
	bool size_changed = new_size_cache != data.size_cache;
	data.pos_cache = new_pos_cache;
	data.size_cache = new_size_cache;
	if (is_inside_tree()) {
		if (size_changed) {
			notification(NOTIFICATION_RESIZED);
		}
		if (pos_changed || size_changed) {
			item_rect_changed(size_changed);
			_notify_transform();
		}
		if (pos_changed && !size_changed) {
			_update_canvas_item_transform(); 
		}
	}
}
void Control::_clear_size_warning() {
	data.size_warning = false;
}
void Control::set_h_size_flags(BitField<SizeFlags> p_flags) {
	ERR_MAIN_THREAD_GUARD;
	if ((int)data.h_size_flags == (int)p_flags) {
		return;
	}
	data.h_size_flags = p_flags;
	emit_signal(SceneStringNames::get_singleton()->size_flags_changed);
}
BitField<Control::SizeFlags> Control::get_h_size_flags() const {