### 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
if (!is_inside_tree()) {
		return;
	}
	if (texture_repeat == TEXTURE_REPEAT_PARENT_NODE) {
		CanvasItem *parent_item = get_parent_item();
		if (parent_item) {
			texture_repeat_cache = parent_item->texture_repeat_cache;
		} else {
			texture_repeat_cache = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT;
		}
	} else {
		texture_repeat_cache = RS::CanvasItemTextureRepeat(texture_repeat);
	}
}
void CanvasItem::_update_texture_repeat_changed(bool p_propagate) {
	if (!is_inside_tree()) {
		return;
	}
	_refresh_texture_repeat_cache();
	RS::get_singleton()->canvas_item_set_default_texture_repeat(get_canvas_item(), texture_repeat_cache);
	queue_redraw();
	if (p_propagate) {
		for (CanvasItem *E : children_items) {
			if (!E->top_level && E->texture_repeat == TEXTURE_REPEAT_PARENT_NODE) {
				E->_update_texture_repeat_changed(true);
			}
		}
	}
}
void CanvasItem::set_texture_repeat(TextureRepeat p_texture_repeat) {