### 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)

return material;
}
void CSGMesh3D::_bind_methods() {
	ClassDB::bind_method(D_METHOD("set_mesh", "mesh"), &CSGMesh3D::set_mesh);
	ClassDB::bind_method(D_METHOD("get_mesh"), &CSGMesh3D::get_mesh);
	ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGMesh3D::set_material);
	ClassDB::bind_method(D_METHOD("get_material"), &CSGMesh3D::get_material);
	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh", PROPERTY_HINT_RESOURCE_TYPE, "Mesh"), "set_mesh", "get_mesh");
	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "BaseMaterial3D,ShaderMaterial"), "set_material", "get_material");
}
void CSGMesh3D::set_mesh(const Ref<Mesh> &p_mesh) {
	if (mesh == p_mesh) {
		return;
	}
	if (mesh.is_valid()) {
		mesh->disconnect("changed", callable_mp(this, &CSGMesh3D::_mesh_changed));
	}
	mesh = p_mesh;
	if (mesh.is_valid()) {
		mesh->connect("changed", callable_mp(this, &CSGMesh3D::_mesh_changed));
	}
	_mesh_changed();
}
Ref<Mesh> CSGMesh3D::get_mesh() {