### 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(Transform2D());
	ERR_FAIL_COND_V(!is_inside_tree(), Transform2D());
	if (canvas_layer) {
		return get_viewport()->get_final_transform() * canvas_layer->get_final_transform();
	} else {
		return get_viewport()->get_final_transform() * get_viewport()->get_canvas_transform();
	}
}
void CanvasItem::set_notify_local_transform(bool p_enable) {
	ERR_THREAD_GUARD;
	notify_local_transform = p_enable;
}
bool CanvasItem::is_local_transform_notification_enabled() const {
	ERR_READ_THREAD_GUARD_V(false);
	return notify_local_transform;
}
void CanvasItem::set_notify_transform(bool p_enable) {
	ERR_THREAD_GUARD;
	if (notify_transform == p_enable) {
		return;
	}
	notify_transform = p_enable;
	if (notify_transform && is_inside_tree()) {
		
		_ALLOW_DISCARD_ get_global_transform();
	}
}
bool CanvasItem::is_transform_notification_enabled() const {