### 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)

Dependency dependency;
	};
	mutable RID_Owner<Mesh, true> mesh_owner;
	
	struct MeshInstance {
		Mesh *mesh = nullptr;
		RID skeleton;
		struct Surface {
			RID vertex_buffer;
			RID uniform_set;
			Mesh::Surface::Version *versions = nullptr; 
			uint32_t version_count = 0;
		};
		LocalVector<Surface> surfaces;
		LocalVector<float> blend_weights;
		RID blend_weights_buffer;
		List<MeshInstance *>::Element *I = nullptr; 
		uint64_t skeleton_version = 0;
		bool dirty = false;
		bool weights_dirty = false;
		SelfList<MeshInstance> weight_update_list;
		SelfList<MeshInstance> array_update_list;
		MeshInstance() :
				weight_update_list(this), array_update_list(this) {}
	};
	void _mesh_surface_generate_version_for_input_mask(Mesh::Surface::Version &v, Mesh::Surface *s, uint32_t p_input_mask, MeshInstance::Surface *mis = nullptr);
	void _mesh_instance_clear(MeshInstance *mi);
	void _mesh_instance_add_surface(MeshInstance *mi, Mesh *mesh, uint32_t p_surface);
	mutable RID_Owner<MeshInstance> mesh_instance_owner;
	SelfList<MeshInstance>::List dirty_mesh_instance_weights;