### 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)

if (freeze) {
		switch (freeze_mode) {
			case FREEZE_MODE_STATIC: {
				set_body_mode(PhysicsServer3D::BODY_MODE_STATIC);
			} break;
			case FREEZE_MODE_KINEMATIC: {
				set_body_mode(PhysicsServer3D::BODY_MODE_KINEMATIC);
			} break;
		}
	} else if (lock_rotation) {
		set_body_mode(PhysicsServer3D::BODY_MODE_RIGID_LINEAR);
	} else {
		set_body_mode(PhysicsServer3D::BODY_MODE_RIGID);
	}
}
void RigidBody3D::set_lock_rotation_enabled(bool p_lock_rotation) {
	if (p_lock_rotation == lock_rotation) {
		return;
	}
	lock_rotation = p_lock_rotation;
	_apply_body_mode();
}
bool RigidBody3D::is_lock_rotation_enabled() const {
	return lock_rotation;
}
void RigidBody3D::set_freeze_enabled(bool p_freeze) {