### 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)

ERR_FAIL_COND_MSG(p_time_horizon < 0.0, "Time horizion must be positive.");
	if (Math::is_equal_approx(time_horizon_agents, p_time_horizon)) {
		return;
	}
	time_horizon_agents = p_time_horizon;
	NavigationServer3D::get_singleton()->agent_set_time_horizon_agents(agent, time_horizon_agents);
}
void NavigationAgent3D::set_time_horizon_obstacles(real_t p_time_horizon) {
	ERR_FAIL_COND_MSG(p_time_horizon < 0.0, "Time horizion must be positive.");
	if (Math::is_equal_approx(time_horizon_obstacles, p_time_horizon)) {
		return;
	}
	time_horizon_obstacles = p_time_horizon;
	NavigationServer3D::get_singleton()->agent_set_time_horizon_obstacles(agent, time_horizon_obstacles);
}
void NavigationAgent3D::set_max_speed(real_t p_max_speed) {
	ERR_FAIL_COND_MSG(p_max_speed < 0.0, "Max speed must be positive.");
	if (Math::is_equal_approx(max_speed, p_max_speed)) {
		return;
	}
	max_speed = p_max_speed;
	NavigationServer3D::get_singleton()->agent_set_max_speed(agent, max_speed);
}
void NavigationAgent3D::set_path_max_distance(real_t p_path_max_distance) {