### 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 (to_local(p_pos) * get_scale()).angle();
}
Point2 Node2D::to_local(Point2 p_global) const {
	ERR_READ_THREAD_GUARD_V(Point2());
	return get_global_transform().affine_inverse().xform(p_global);
}
Point2 Node2D::to_global(Point2 p_local) const {
	ERR_READ_THREAD_GUARD_V(Point2());
	return get_global_transform().xform(p_local);
}
void Node2D::_notification(int p_notification) {
	ERR_THREAD_GUARD;
	switch (p_notification) {
		case NOTIFICATION_ENTER_TREE: {
			if (get_viewport()) {
				get_parent()->connect(SNAME("child_order_changed"), callable_mp(get_viewport(), &Viewport::gui_set_root_order_dirty), CONNECT_REFERENCE_COUNTED);
			}
		} break;
		case NOTIFICATION_EXIT_TREE: {
			if (get_viewport()) {
				get_parent()->disconnect(SNAME("child_order_changed"), callable_mp(get_viewport(), &Viewport::gui_set_root_order_dirty));
			}
		} break;
	}
}
void Node2D::_bind_methods() {