### 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)

base_xform = path->get_global_transform();
			}
			Vector3 current_point = curve->sample_baked(0);
			Vector3 next_point = curve->sample_baked(extrusion_step);
			Vector3 current_up = Vector3(0, 1, 0);
			Vector3 direction = next_point - current_point;
			if (path_joined) {
				Vector3 last_point = curve->sample_baked(curve->get_baked_length());
				direction = next_point - last_point;
			}
			switch (path_rotation) {
				case PATH_ROTATION_POLYGON:
					direction = Vector3(0, 0, -1);
					break;
				case PATH_ROTATION_PATH:
					break;
				case PATH_ROTATION_PATH_FOLLOW:
					current_up = curve->sample_baked_up_vector(0);
					break;
			}
			Transform3D facing = Transform3D().looking_at(direction, current_up);
			current_xform = base_xform.translated_local(current_point) * facing;
		}
		
		if (end_count > 0) {
			
			for (int face_idx = 0; face_idx < shape_face_count; face_idx++) {
				for (int face_vertex_idx = 0; face_vertex_idx < 3; face_vertex_idx++) {
					
					int index = shape_faces[face_idx * 3 + 2 - face_vertex_idx];