### Godot version

Godot 4.0.2

### System information

Windows 10, NVIDIA GeForce 1060 GTX 3GB, Vulkan

### Issue description

Rigidbody collision against CharacterBody3D doesn't always trigger on_body_entered signal.
This happens when both objects are moving in the same direction

### Steps to reproduce

Play the test scene.
Press the right arrow key to move the character away from the rigid body. On contact no signal is emitted.


### Minimal reproduction project

[test.zip](https://github.com/godotengine/godot/files/11160540/test.zip)

}
		}
		if (report_contacts_only) {
			collided = false;
			continue;
		}
#ifdef ACCUMULATE_IMPULSES
		{
			
			if (collide_A) {
				A->apply_impulse(-P, c.rA + A->get_center_of_mass());
			}
			if (collide_B) {
				B->apply_impulse(P, c.rB + B->get_center_of_mass());
			}
		}
#endif
		c.bounce = combine_bounce(A, B);
		if (c.bounce) {
			Vector2 crA(-A->get_prev_angular_velocity() * c.rA.y, A->get_prev_angular_velocity() * c.rA.x);
			Vector2 crB(-B->get_prev_angular_velocity() * c.rB.y, B->get_prev_angular_velocity() * c.rB.x);
			Vector2 dv = B->get_prev_linear_velocity() + crB - A->get_prev_linear_velocity() - crA;
			c.bounce = c.bounce * dv.dot(c.normal);
		}
		c.active = true;
		do_process = true;
	}
	return do_process;
}
void GodotBodyPair2D::solve(real_t p_step) {