### 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)

bool apply_ceiling_velocity = false;
	bool first_slide = true;
	bool vel_dir_facing_up = velocity.dot(up_direction) > 0;
	Vector3 total_travel;
	for (int iteration = 0; iteration < max_slides; ++iteration) {
		PhysicsServer3D::MotionParameters parameters(get_global_transform(), motion, margin);
		parameters.max_collisions = 6; 
		parameters.recovery_as_collision = true; 
		PhysicsServer3D::MotionResult result;
		bool collided = move_and_collide(parameters, result, false, !sliding_enabled);
		last_motion = result.travel;
		if (collided) {
			motion_results.push_back(result);
			CollisionState previous_state = collision_state;
			CollisionState result_state;
			_set_collision_direction(result, result_state);
			
			if (collision_state.ceiling && platform_ceiling_velocity != Vector3() && platform_ceiling_velocity.dot(up_direction) < 0) {
				
				if (!slide_on_ceiling || motion.dot(up_direction) < 0 || (ceiling_normal + up_direction).length() < 0.01) {
					apply_ceiling_velocity = true;
					Vector3 ceiling_vertical_velocity = up_direction * up_direction.dot(platform_ceiling_velocity);
					Vector3 motion_vertical_velocity = up_direction * up_direction.dot(velocity);
					if (motion_vertical_velocity.dot(up_direction) > 0 || ceiling_vertical_velocity.length_squared() > motion_vertical_velocity.length_squared()) {
						velocity = ceiling_vertical_velocity + velocity.slide(up_direction);
					}
				}
			}
			if (collision_state.floor && floor_stop_on_slope && (velocity.normalized() + up_direction).length() < 0.01) {