Yep, that’s why I’ve compared it to 1 as the last (well first on the screenshot) example.
Context is simple: I have a Node that disappears weirdly. Luckily, it also takes the whole screen (don’t ask me how it can be visible, taking the whole screen, be rather small in size and not be visible on my screen). So I’ve connected to the gui_input signal of one of its child with a breakpoint in there and looked at the nodes values and found that. I’m puzzled (and this bug ate my day…).
Not sure how checking positions being zero would help your example. You can set the node as “Top Level” if it’s parent node is moving it around, or make it a child of a CanvasLayer to remove the any Camera2D’s influence.
I finally found the answer: I divided my Vector by 0. It really generates weird behaviors to position a Node in infinity. It’s good to know (I think Godot should return some form of error).