### Godot version

4.0.beta10.official

### System information

Pop!_OS 22.04

### Issue description

After assigning a bone to a polygon, if the bone is not at the initial position (0,0), a strange behavior occurs when moving or rotating the bones.

The polygon is translated to incorrect positions (it seems to be based on the center of the original texture and not the polygon itself.

![godot4-09-01-2023 13-32](https://user-images.githubusercontent.com/1427790/211311363-9d33ce77-b1cd-4d0e-b607-3fce9fe35b86.gif)

Trying the exactly same nodes on v3.5.1 behaves correctly.

![godot3-09-01-2023 13-22](https://user-images.githubusercontent.com/1427790/211311637-c7c33a93-3918-4037-b545-6284b046bc97.gif)

There are a similar closed issue for Godot 3:
https://github.com/godotengine/godot/issues/48348


### Steps to reproduce

1. Add a Polygon2D node to the root
2. Assign a texture to the Polygon2D and edit the polygon UV to cut the desired part
3. Move it to a new position
4. Add a Skeleton2D node to the root
5. Add a Bone2D node to the Skeleton2D
6. Assign the Bone2D to the Polygon2D and proper weight to de polygon UV
7. Rotate or move the Bone2D

### Minimal reproduction project

[godot4_bones2d_issue.zip](https://github.com/godotengine/godot/files/10373343/godot4_bones2d_issue.zip)

Mesh *mesh = mesh_owner.get_or_null(p_mesh);
		Mesh::Surface *s = mesh->surfaces[p_surface_index];
		if (s->multimesh_render_pass != p_render_pass) {
			(*r_index)++;
			s->multimesh_render_pass = p_render_pass;
			s->multimesh_render_index = *r_index;
		}
		return s->multimesh_render_index;
	}
	_FORCE_INLINE_ uint32_t mesh_surface_get_particles_render_pass_index(RID p_mesh, uint32_t p_surface_index, uint64_t p_render_pass, uint32_t *r_index) {
		Mesh *mesh = mesh_owner.get_or_null(p_mesh);
		Mesh::Surface *s = mesh->surfaces[p_surface_index];
		if (s->particles_render_pass != p_render_pass) {
			(*r_index)++;
			s->particles_render_pass = p_render_pass;
			s->particles_render_index = *r_index;
		}
		return s->particles_render_index;
	}
	Dependency *mesh_get_dependency(RID p_mesh) const;
	
	bool owns_mesh_instance(RID p_rid) const { return mesh_instance_owner.owns(p_rid); };
	virtual RID mesh_instance_create(RID p_base) override;
	virtual void mesh_instance_free(RID p_rid) override;
	virtual void mesh_instance_set_skeleton(RID p_mesh_instance, RID p_skeleton) override;
	virtual void mesh_instance_set_blend_shape_weight(RID p_mesh_instance, int p_shape, float p_weight) override;
	virtual void mesh_instance_check_for_update(RID p_mesh_instance) override;
	virtual void update_mesh_instances() override;
	
	bool owns_multimesh(RID p_rid) { return multimesh_owner.owns(p_rid); };