### 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)

return result.remainder;
}
int KinematicCollision3D::get_collision_count() const {
	return result.collision_count;
}
real_t KinematicCollision3D::get_depth() const {
	return result.collision_depth;
}
Vector3 KinematicCollision3D::get_position(int p_collision_index) const {
	ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, Vector3());
	return result.collisions[p_collision_index].position;
}
Vector3 KinematicCollision3D::get_normal(int p_collision_index) const {
	ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, Vector3());
	return result.collisions[p_collision_index].normal;
}
real_t KinematicCollision3D::get_angle(int p_collision_index, const Vector3 &p_up_direction) const {
	ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, 0.0);
	ERR_FAIL_COND_V(p_up_direction == Vector3(), 0);
	return result.collisions[p_collision_index].get_angle(p_up_direction);
}
Object *KinematicCollision3D::get_local_shape(int p_collision_index) const {
	ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, nullptr);
	if (!owner) {
		return nullptr;
	}
	uint32_t ownerid = owner->shape_find_owner(result.collisions[p_collision_index].local_shape);
	return owner->shape_owner_get_owner(ownerid);
}
Object *KinematicCollision3D::get_collider(int p_collision_index) const {