If there is a way, it's probably very exotic or the total function madness.
One could translate the density fractal into displacement, rotate that displacement using the method i described in that thread/article mentioned above and the translate it back into a scalar using get altitude or something similar.
But you'd have to use a second planet to separate this displacement stuff and the atmosphere/cloud layers from the normal planet, where you'd have your terrain and surface. Otherwise it won't work because get altitude is a per object value afaik.
edit: you'll lose the Y-dimension this way
I guess the easiest way to solve this is to kindly ask Matt for implementing that reference point mechanism into the normal fractal shaders too. I may be wrong, but this shouldn't be hard to do. In fact it's not like this feature had to be specifically implemented for Perlin 3D scalar node. It's more like the feature has been disabled in the fractal nodes who automatically chose the right coordinates.
It's only adding/changing 4 lines of code. (Judging from the sample implementations in Texturing and Modeling and Perlin's homepage)
[end of "I may be wrong"]