### Godot version

v4.0.3.stable.official [5222a99f5]

### System information

Windows 10

### Issue description

If a `CharacterBody3D`'s parent node is in a position other than the origin, the difference will be included in its `get_position_delta()` value, and therefore also `get_real_velocity()`. This is because [the implementation](https://github.com/godotengine/godot/blob/3710f069293f2fde8afe33fea898c4b36fa5e943/scene/3d/physics_body_3d.cpp#L1782-L1784) subtracts the current **local** transform from the old **global** transform. I don't know if behaviour in this case is defined at all, but I would expect it to be consistent with everything else in the `CharacterBody3D` context, such that if `velocity` is zero, `get_position_delta()` is also zero. The same applies to `CharacterBody2D`.

### Steps to reproduce

1. Create a `Node3D` with a `CharacterBody3D` in it
2. Move the `Node3D`
3. Call `move_and_slide()` in the `CharacterBody3D` and observe `get_position_delta()`

### Minimal reproduction project

[godot cb3d.zip](https://github.com/godotengine/godot/files/11861307/godot.cb3d.zip)

if (collision_state.floor) {
		return;
	}
	// 
	real_t length = MAX(floor_snap_length, margin);
	PhysicsServer3D::MotionParameters parameters(get_global_transform(), -up_direction * length, margin);
	parameters.max_collisions = 4;
	parameters.recovery_as_collision = true; 
	parameters.collide_separation_ray = true;
	PhysicsServer3D::MotionResult result;
	if (move_and_collide(parameters, result, true, false)) {
		CollisionState result_state;
		// 
		_set_collision_direction(result, result_state, CollisionState(true, false, false));
		if (result_state.floor) {
			if (floor_stop_on_slope) {
				// 
				// 
				if (result.travel.length() > margin) {
					result.travel = up_direction * up_direction.dot(result.travel);
				} else {
					result.travel = Vector3();
				}
			}
			parameters.from.origin += result.travel;
			set_global_transform(parameters.from);
		}
	}
}
void CharacterBody3D::_snap_on_floor(bool p_was_on_floor, bool p_vel_dir_facing_up) {