### 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 (left == ANCHOR_BEGIN && right == ANCHOR_BEGIN && top == ANCHOR_END && bottom == ANCHOR_END) {
		return (int)LayoutPreset::PRESET_BOTTOM_LEFT;
	}
	if (left == ANCHOR_END && right == ANCHOR_END && top == ANCHOR_END && bottom == ANCHOR_END) {
		return (int)LayoutPreset::PRESET_BOTTOM_RIGHT;
	}
	if (left == ANCHOR_BEGIN && right == ANCHOR_BEGIN && top == 0.5 && bottom == 0.5) {
		return (int)LayoutPreset::PRESET_CENTER_LEFT;
	}
	if (left == ANCHOR_END && right == ANCHOR_END && top == 0.5 && bottom == 0.5) {
		return (int)LayoutPreset::PRESET_CENTER_RIGHT;
	}
	if (left == 0.5 && right == 0.5 && top == ANCHOR_BEGIN && bottom == ANCHOR_BEGIN) {
		return (int)LayoutPreset::PRESET_CENTER_TOP;
	}
	if (left == 0.5 && right == 0.5 && top == ANCHOR_END && bottom == ANCHOR_END) {
		return (int)LayoutPreset::PRESET_CENTER_BOTTOM;
	}
	if (left == 0.5 && right == 0.5 && top == 0.5 && bottom == 0.5) {
		return (int)LayoutPreset::PRESET_CENTER;
	}
	if (left == ANCHOR_BEGIN && right == ANCHOR_BEGIN && top == ANCHOR_BEGIN && bottom == ANCHOR_END) {
		return (int)LayoutPreset::PRESET_LEFT_WIDE;
	}
	if (left == ANCHOR_END && right == ANCHOR_END && top == ANCHOR_BEGIN && bottom == ANCHOR_END) {
		return (int)LayoutPreset::PRESET_RIGHT_WIDE;
	}
	if (left == ANCHOR_BEGIN && right == ANCHOR_END && top == ANCHOR_BEGIN && bottom == ANCHOR_BEGIN) {
		return (int)LayoutPreset::PRESET_TOP_WIDE;
	}