citron2010 apply_impulse - "The position uses the rotation of the global coordinate system, but is centered at the object's origin."
So in vector graphics every object consists of points that then connect to make a surface(yes this is applicable to 2D as well) but there has to be something specifying the basis/origin point of that space(what would be coordinates 0, 0). That point is known as the object origin or the basis point and it defines the origin of the object's local coordinate system or "object space'.
Now you can often move things either in relative/local space or in 'global' space. Global in this case refers to the scene origin that would effectively act as the parent object to all others in the scene.
Typically in software like blender or game engines like godot, you can transform object's own basis but not scenes/global space. Reason I bring this up, if you scale an object, say you make it 2 times as wide, along that axis now in local coordinate space everything is twice as wide, coordinates included.
So say you move 2 nodes, both in local space but one has been scaled along X the other hasn't you move both by a value but they move different distances. Why might that be? Because the space is warped. One's local space is wider than the others.