### 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 collision_state.wall && !collision_state.floor && !collision_state.ceiling;
}
bool CharacterBody3D::is_on_ceiling() const {
	return collision_state.ceiling;
}
bool CharacterBody3D::is_on_ceiling_only() const {
	return collision_state.ceiling && !collision_state.floor && !collision_state.wall;
}
const Vector3 &CharacterBody3D::get_floor_normal() const {
	return floor_normal;
}
const Vector3 &CharacterBody3D::get_wall_normal() const {
	return wall_normal;
}
const Vector3 &CharacterBody3D::get_last_motion() const {
	return last_motion;
}
Vector3 CharacterBody3D::get_position_delta() const {
	return get_transform().origin - previous_position;
}
const Vector3 &CharacterBody3D::get_real_velocity() const {
	return real_velocity;
}
real_t CharacterBody3D::get_floor_angle(const Vector3 &p_up_direction) const {
	ERR_FAIL_COND_V(p_up_direction == Vector3(), 0);
	return Math::acos(floor_normal.dot(p_up_direction));
}
const Vector3 &CharacterBody3D::get_platform_velocity() const {