I’m sorry, my bad, seems like I explained it in a wrong way.
Here, I have very good example, of what exactly is wrong.
- I have GameObject, sitting at the top of hierarchy. Its transform.position is [3.324592, -0.2726327,1.804435]
- Now I parent it to some obj->obj->obj->obj->Our Current, and in expector, I can see now: [-0.1793798,0.0619714,0.00251963]
So, I assume, inspector now shows object local coordinates.
But, object woorld position still stays the same: [3.324592, -0.2726327,1.804435]
How can I get it?
Ok, in Unity manual I read:
Transform.TransformPoint (Transforms position from local space to world space)
When I use this, I get wrong results. Ok, trial-and-error, I actually ended up using:
Transform.InverseTransformPoint
What the hell? So, after I reparented, inspector still showed world coordinates, but they changed? Oh, well, anyway. The edning result now is: [3.324593, -1.272633, 11.80443]
And why so now? X corrdinate transform back fine, but Y gets -1 extra, z +10 extra 0_0 While decimal part is all fine.
Sight, I wish I knew what is going on 
So, to summarize:
Transform.InverseTransformPoint shows me world coordinates for reparented object, but is broken?
Transform.TransformPoint does not translate local to world, or I assumed wrongly, that ispector shows objects local coordinates after we parent it to some hierarchy