What is worldToLocalMatrix.MultiplyPoint doing in the back end ?

I just have a simple question.

what mathematical operation is worldToLocalMatrix.MultiplyPoint carrying out in the back end ?

I wanted to know what calculations happen inside of worldToLocalMatrix.MultiplyPoint
so I wrote a little script that rotates an object through the x axis only by +=1

I then add a child object to the object with this script on it .
This prints out all the changes that worldToLocalMatrix.MultiplyPoint of the child object when we rotate the parent through the x axis.

when i rotate an move the child object around I see the printed out values change. they follow a pattern but I cant figure out what the numbers mean

using UnityEngine;

public class InspectWTLM : MonoBehaviour {

    public int xRotations;
	
	// Update is called once per frame
	void Update ()
    {
        transform.localEulerAngles = new Vector3(xRotations += 1, 0, 0);
        Debug.Log((transform.worldToLocalMatrix.MultiplyPoint(transform.position) + "  " + xRotations));
        if (xRotations == 360)
        {
            xRotations = 0;
        }
    }
}

The Matrix4x4.MultiplyPoint method implementation is something like this:

public Vector3 MultiplyPoint(Vector3 v)
{
	Vector3 result;
	result.x = this.m00 * v.x + this.m01 * v.y + this.m02 * v.z + this.m03;
	result.y = this.m10 * v.x + this.m11 * v.y + this.m12 * v.z + this.m13;
	result.z = this.m20 * v.x + this.m21 * v.y + this.m22 * v.z + this.m23;
	float num = this.m30 * v.x + this.m31 * v.y + this.m32 * v.z + this.m33;
	num = 1f / num;
	result.x *= num;
	result.y *= num;
	result.z *= num;
	return result;
}

Hope this helps.