The values you see in Unity’s inspector are “local” – they’re all relative to the object’s parent, and its parent, and its parent, all the way up to the top of the hierarchy.
For example, let’s say you have two objects:
ParentA located at (0,0,0)
ParentB located at (10,0,0)
Then, let’s say you attach two children:
ParentA located at (0,0,0)
ChildA with offset (0,0,10)
ParentB located at (10,0,0)
ChildB with offset (0,0,10)
According to the inspector, ChildA and ChildB will have the “same” position, but they’ll actually wind up in different locations.
The same goes for scale. A parent’s scale affects all of its children.
If this is a problem for you, it can help to make sure that any “empty” parent objects are at location (0,0,0) with rotation (0,0,0) and scale (1,1,1).