### 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)

notify_property_list_changed();
	update_gizmos();
#endif
}
PhysicalBone3D::JointType PhysicalBone3D::get_joint_type() const {
	return joint_data ? joint_data->get_joint_type() : JOINT_TYPE_NONE;
}
void PhysicalBone3D::set_joint_offset(const Transform3D &p_offset) {
	joint_offset = p_offset;
	_update_joint_offset();
}
const Transform3D &PhysicalBone3D::get_joint_offset() const {
	return joint_offset;
}
void PhysicalBone3D::set_joint_rotation(const Vector3 &p_euler_rad) {
	joint_offset.basis.set_euler_scale(p_euler_rad, joint_offset.basis.get_scale());
	_update_joint_offset();
}
Vector3 PhysicalBone3D::get_joint_rotation() const {
	return joint_offset.basis.get_euler_normalized();
}
const Transform3D &PhysicalBone3D::get_body_offset() const {
	return body_offset;
}
void PhysicalBone3D::set_body_offset(const Transform3D &p_offset) {
	body_offset = p_offset;
	body_offset_inverse = body_offset.affine_inverse();
	_update_joint_offset();
}
void PhysicalBone3D::set_simulate_physics(bool p_simulate) {