### 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 sync_to_physics;
}
void AnimatableBody3D::_update_kinematic_motion() {
#ifdef TOOLS_ENABLED
	if (Engine::get_singleton()->is_editor_hint()) {
		return;
	}
#endif
	if (sync_to_physics) {
		set_only_update_transform_changes(true);
		set_notify_local_transform(true);
	} else {
		set_only_update_transform_changes(false);
		set_notify_local_transform(false);
	}
}
void AnimatableBody3D::_body_state_changed(PhysicsDirectBodyState3D *p_state) {
	linear_velocity = p_state->get_linear_velocity();
	angular_velocity = p_state->get_angular_velocity();
	if (!sync_to_physics) {
		return;
	}
	last_valid_transform = p_state->get_transform();
	set_notify_local_transform(false);
	set_global_transform(last_valid_transform);
	set_notify_local_transform(true);
	_on_transform_changed();
}
void AnimatableBody3D::_notification(int p_what) {