Problem with trigger and setting new position for object

I have an object that has both Collider2D and Rigidbody2D attached. I am able to recognize what i need to recognize in regards to the trigger piece. What i want is to move objects that is dragged onto the collider-object to be moved to Vector3(0f, 0f, 0f).

I have tested all kinds of different ways to achieve this but not succeeded. If i place a button on the scene with the same reference with the new position it works but not when i try to do it automatically.

I have tested many different ways with limited success.

void Update () {

    if (stopCard == false) {

          if (checkPosGameObject != null) {
              print ("stopCard == false: " + checkPosGameObject.tag);
              checkPosGameObject.transform.position = newVector3(0f, 0f, 0f);
              print ("The pos: " + checkPosGameObject.transform.position);
              stopCard = true;

        }
    }
}

void OnTriggerEnter2D(Collider2D col) {
     print ("OnTriggerEnter2D");
     checkPosGameObject = GameObject.FindWithTag (col.tag);
     print (checkPosGameObject.tag);
     stopCard = false;
}

//The print output:
OnTriggerEnter2D
HAB
stopCard == false: HAB
The pos: (0.0, 0.0, 0.0)

I have tried to put the position in places like OnTriggerEnter2D and others.
I guess the problem may be in how i collect the object.

FindWithTag(col.Tag) may not give you the object that collided if there are more objects with that tag. The collider should have inherited a gameobject so you can just use that:
checkPosGameObject = col.gameobject;
This would be in OnTriggerEnter

Thanks for your answer. tested this already, and tested again, no difference i am afraid.

I looked at your code. It probably should be opposite:
col.gameobject.transform.position = newVector3(0f, 0f, 0f);

Does not work. I am currently stripping all code and restart and was thinking about if it is due to the fact that i am dragging the object past the OnTriggerEnter2D and drop it inside. I guess it is triggered before i drop it.