### Godot version

v4.1.rc1.mono.official [1f9e540f1]

### System information

Godot v4.1.rc1.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1660 Ti with Max-Q Design (NVIDIA; 31.0.15.3179) - Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz (12 Threads)

### Issue description

When NavigationAgent3D is instantiated at runtime and added to the scene tree, invisible/impassable obstacle is added at the global origin position (0, 0, 0).

### Steps to reproduce

1. Run attached MRP
2. Click with `left mouse button` at the world origin to make agent walk
3. Click `space` on your keyboard to instantiate NavigationAgent3D
4. Click left mouse button to walk through world origin position again
5. Player gets stuck on obstacle at the world origin position

https://github.com/godotengine/godot/assets/8630984/fc9b32fb-25cb-46d6-9a98-ff299e2c0b1c



### Minimal reproduction project

[MRP.zip](https://github.com/godotengine/godot/files/11910363/MRP.zip)

if (agent_parent) {
				NavigationServer2D::get_singleton()->agent_set_paused(get_rid(), !agent_parent->can_process());
			}
		} break;
		case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
			if (agent_parent && target_position_submitted) {
				if (velocity_submitted) {
					velocity_submitted = false;
					if (avoidance_enabled) {
						NavigationServer2D::get_singleton()->agent_set_position(agent, agent_parent->get_global_position());
						NavigationServer2D::get_singleton()->agent_set_velocity(agent, velocity);
					}
				}
				if (velocity_forced_submitted) {
					velocity_forced_submitted = false;
					if (avoidance_enabled) {
						NavigationServer2D::get_singleton()->agent_set_velocity_forced(agent, velocity_forced);
					}
				}
				_check_distance_to_target();
			}
#ifdef DEBUG_ENABLED
			if (debug_path_dirty) {
				_update_debug_path();
			}
#endif 
		} break;
	}
}
NavigationAgent2D::NavigationAgent2D() {