### Godot version

f73cb4c13d1bc19b044fbef735522e3b0249e8ab

### System information

Windows 10, Vulkan

### Issue description

A CSGPolygon3D node with 'use_collision' on, in Path mode, with a path node assigned, throws the error "Node3D::get_global_transform: Condition "!is_inside_tree()" is true. Returning: Transform3D()" when running (and in some cases when switching scenes).

![image](https://user-images.githubusercontent.com/115422160/211907313-20742234-4a1f-4d94-b573-544b8e1d07ca.png)

~~In this same MRP you can also see a different error, when switching between scenes in the editor, that I've mentioned in https://github.com/godotengine/godot/issues/58869, I can open a separate issue if needed:~~
I've opened a separate issue for this in https://github.com/godotengine/godot/issues/71750.
![image](https://user-images.githubusercontent.com/115422160/211907528-1df7230e-6270-4669-bf44-2ef449eebf1d.png)



### Steps to reproduce

Run the MRP. It's a simple Node3D scene with a CSGPolygon3D and Path3D as children.

### Minimal reproduction project

[transform bug.zip](https://github.com/godotengine/godot/files/10395682/transform.bug.zip)

if (use_collision == p_enable) {
		return;
	}
	use_collision = p_enable;
	if (!is_inside_tree() || !is_root_shape()) {
		return;
	}
	if (use_collision) {
		root_collision_shape.instantiate();
		root_collision_instance = PhysicsServer3D::get_singleton()->body_create();
		PhysicsServer3D::get_singleton()->body_set_mode(root_collision_instance, PhysicsServer3D::BODY_MODE_STATIC);
		PhysicsServer3D::get_singleton()->body_set_state(root_collision_instance, PhysicsServer3D::BODY_STATE_TRANSFORM, get_global_transform());
		PhysicsServer3D::get_singleton()->body_add_shape(root_collision_instance, root_collision_shape->get_rid());
		PhysicsServer3D::get_singleton()->body_set_space(root_collision_instance, get_world_3d()->get_space());
		PhysicsServer3D::get_singleton()->body_attach_object_instance_id(root_collision_instance, get_instance_id());
		set_collision_layer(collision_layer);
		set_collision_mask(collision_mask);
		set_collision_priority(collision_priority);
		_make_dirty(); 
	} else {
		PhysicsServer3D::get_singleton()->free(root_collision_instance);
		root_collision_instance = RID();
		root_collision_shape.unref();
	}
	notify_property_list_changed();
}
bool CSGShape3D::is_using_collision() const {