### 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)

PhysicsServer3D::get_singleton()->body_set_state(root_collision_instance, PhysicsServer3D::BODY_STATE_TRANSFORM, get_global_transform());
			}
		} break;
	}
}
void CSGShape3D::set_operation(Operation p_operation) {
	operation = p_operation;
	_make_dirty();
	update_gizmos();
}
CSGShape3D::Operation CSGShape3D::get_operation() const {
	return operation;
}
void CSGShape3D::set_calculate_tangents(bool p_calculate_tangents) {
	calculate_tangents = p_calculate_tangents;
	_make_dirty();
}
bool CSGShape3D::is_calculating_tangents() const {
	return calculate_tangents;
}
void CSGShape3D::_validate_property(PropertyInfo &p_property) const {
	bool is_collision_prefixed = p_property.name.begins_with("collision_");
	if ((is_collision_prefixed || p_property.name.begins_with("use_collision")) && is_inside_tree() && !is_root_shape()) {
		
		p_property.usage = PROPERTY_USAGE_NO_EDITOR;
	} else if (is_collision_prefixed && !bool(get("use_collision"))) {
		p_property.usage = PROPERTY_USAGE_NO_EDITOR;
	}
}
Array CSGShape3D::get_meshes() const {