### 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_THREAD_GUARD;
	ERR_FAIL_COND_MSG(!drawing, "Drawing is only allowed inside NOTIFICATION_DRAW, _draw() function or 'draw' signal.");
	RenderingServer::get_singleton()->canvas_item_add_multiline(canvas_item, p_points, p_colors, p_width);
}
void CanvasItem::draw_rect(const Rect2 &p_rect, const Color &p_color, bool p_filled, real_t p_width) {
	ERR_THREAD_GUARD;
	ERR_FAIL_COND_MSG(!drawing, "Drawing is only allowed inside NOTIFICATION_DRAW, _draw() function or 'draw' signal.");
	Rect2 rect = p_rect.abs();
	if (p_filled) {
		if (p_width != -1.0) {
			WARN_PRINT("The draw_rect() \"width\" argument has no effect when \"filled\" is \"true\".");
		}
		RenderingServer::get_singleton()->canvas_item_add_rect(canvas_item, rect, p_color);
	} else if (p_width >= rect.size.width || p_width >= rect.size.height) {
		RenderingServer::get_singleton()->canvas_item_add_rect(canvas_item, rect.grow(0.5f * p_width), p_color);
	} else {
		Vector<Vector2> points;
		points.resize(5);
		points.write[0] = rect.position;
		points.write[1] = rect.position + Vector2(rect.size.x, 0);
		points.write[2] = rect.position + rect.size;
		points.write[3] = rect.position + Vector2(0, rect.size.y);
		points.write[4] = rect.position;
		Vector<Color> colors = { p_color };
		RenderingServer::get_singleton()->canvas_item_add_polyline(canvas_item, points, colors, p_width);
	}
}
void CanvasItem::draw_circle(const Point2 &p_pos, real_t p_radius, const Color &p_color) {