### 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)

PhysicsBody3D(PhysicsServer3D::BODY_MODE_STATIC) {
	joint = PhysicsServer3D::get_singleton()->joint_create();
	reset_physics_simulation_state();
}
PhysicalBone3D::~PhysicalBone3D() {
	if (joint_data) {
		memdelete(joint_data);
	}
	ERR_FAIL_NULL(PhysicsServer3D::get_singleton());
	PhysicsServer3D::get_singleton()->free(joint);
}
void PhysicalBone3D::update_bone_id() {
	if (!parent_skeleton) {
		return;
	}
	const int new_bone_id = parent_skeleton->find_bone(bone_name);
	if (new_bone_id != bone_id) {
		if (-1 != bone_id) {
			// 
			parent_skeleton->unbind_physical_bone_from_bone(bone_id);
		}
		bone_id = new_bone_id;
		parent_skeleton->bind_physical_bone_to_bone(bone_id, this);
		_fix_joint_offset();
		reset_physics_simulation_state();
	}
}
void PhysicalBone3D::update_offset() {