### 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
virtual bool _edit_use_pivot() const { return false; };
	virtual void _edit_set_pivot(const Point2 &p_pivot) {}
	virtual Point2 _edit_get_pivot() const { return Point2(); };
	virtual Transform2D _edit_get_transform() const;
#endif
	void update_draw_order();
	
	void set_visible(bool p_visible);
	bool is_visible() const;
	bool is_visible_in_tree() const;
	void show();
	void hide();
	void queue_redraw();
	void move_to_front();
	void set_clip_children_mode(ClipChildrenMode p_clip_mode);
	ClipChildrenMode get_clip_children_mode() const;
	virtual void set_light_mask(int p_light_mask);
	int get_light_mask() const;
	void set_modulate(const Color &p_modulate);
	Color get_modulate() const;
	Color get_modulate_in_tree() const;
	void set_self_modulate(const Color &p_self_modulate);
	Color get_self_modulate() const;
	void set_visibility_layer(uint32_t p_visibility_layer);
	uint32_t get_visibility_layer() const;
	void set_visibility_layer_bit(uint32_t p_visibility_layer, bool p_enable);
	bool get_visibility_layer_bit(uint32_t p_visibility_layer) const;
	
	void set_z_index(int p_z);