### 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 (oneway_disabled) {
		return false;
	}
	if (!collided) {
		if (check_ccd) {
			const Vector2 &offset_A = A->get_transform().get_origin();
			Transform2D xform_Au = A->get_transform().untranslated();
			Transform2D xform_A = xform_Au * A->get_shape_transform(shape_A);
			Transform2D xform_Bu = B->get_transform();
			xform_Bu.columns[2] -= offset_A;
			Transform2D xform_B = xform_Bu * B->get_shape_transform(shape_B);
			if (A->get_continuous_collision_detection_mode() == PhysicsServer2D::CCD_MODE_CAST_RAY && collide_A) {
				_test_ccd(p_step, A, shape_A, xform_A, B, shape_B, xform_B);
			}
			if (B->get_continuous_collision_detection_mode() == PhysicsServer2D::CCD_MODE_CAST_RAY && collide_B) {
				_test_ccd(p_step, B, shape_B, xform_B, A, shape_A, xform_A);
			}
		}
		return false;
	}
	real_t max_penetration = space->get_contact_max_allowed_penetration();
	real_t bias = space->get_contact_bias();
	GodotShape2D *shape_A_ptr = A->get_shape(shape_A);
	GodotShape2D *shape_B_ptr = B->get_shape(shape_B);