### 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 (!collision.normal.is_equal_approx(tmp_wall_col)) {
			tmp_wall_col = collision.normal;
			combined_wall_normal += collision.normal;
			wall_collision_count++;
		}
	}
	if (r_state.wall) {
		if (wall_collision_count > 1 && !r_state.floor) {
			// 
			if (!r_state.floor && motion_mode == MOTION_MODE_GROUNDED) {
				combined_wall_normal.normalize();
				real_t floor_angle = Math::acos(combined_wall_normal.dot(up_direction));
				if (floor_angle <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) {
					r_state.floor = true;
					r_state.wall = false;
					if (p_apply_state.floor) {
						collision_state.floor = true;
						floor_normal = combined_wall_normal;
					}
					if (p_apply_state.wall) {
						collision_state.wall = was_on_wall;
						wall_normal = prev_wall_normal;
					}
					return;
				}
			}
		}
	}
}
void CharacterBody3D::_set_platform_data(const PhysicsServer3D::MotionCollision &p_collision) {