### 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
return top_level;
}
CanvasItem *CanvasItem::get_parent_item() const {
	ERR_READ_THREAD_GUARD_V(nullptr);
	if (top_level) {
		return nullptr;
	}
	return Object::cast_to<CanvasItem>(get_parent());
}
void CanvasItem::set_self_modulate(const Color &p_self_modulate) {
	ERR_THREAD_GUARD;
	if (self_modulate == p_self_modulate) {
		return;
	}
	self_modulate = p_self_modulate;
	RenderingServer::get_singleton()->canvas_item_set_self_modulate(canvas_item, self_modulate);
}
Color CanvasItem::get_self_modulate() const {
	ERR_READ_THREAD_GUARD_V(Color());
	return self_modulate;
}
void CanvasItem::set_light_mask(int p_light_mask) {
	ERR_THREAD_GUARD;
	if (light_mask == p_light_mask) {
		return;
	}
	light_mask = p_light_mask;
	RS::get_singleton()->canvas_item_set_light_mask(canvas_item, p_light_mask);
}
int CanvasItem::get_light_mask() const {