### 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)

lock_callback();
	set_ignore_transform_notification(true);
	set_global_transform(p_state->get_transform());
	linear_velocity = p_state->get_linear_velocity();
	angular_velocity = p_state->get_angular_velocity();
	inverse_inertia_tensor = p_state->get_inverse_inertia_tensor();
	if (sleeping != p_state->is_sleeping()) {
		sleeping = p_state->is_sleeping();
		emit_signal(SceneStringNames::get_singleton()->sleeping_state_changed);
	}
	GDVIRTUAL_CALL(_integrate_forces, p_state);
	set_ignore_transform_notification(false);
	_on_transform_changed();
	if (contact_monitor) {
		contact_monitor->locked = true;
		
		int rc = 0;
		for (KeyValue<ObjectID, BodyState> &E : contact_monitor->body_map) {