### 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)

ERR_FAIL_COND(p_max_slides < 1);
	max_slides = p_max_slides;
}
real_t CharacterBody3D::get_floor_max_angle() const {
	return floor_max_angle;
}
void CharacterBody3D::set_floor_max_angle(real_t p_radians) {
	floor_max_angle = p_radians;
}
real_t CharacterBody3D::get_floor_snap_length() {
	return floor_snap_length;
}
void CharacterBody3D::set_floor_snap_length(real_t p_floor_snap_length) {
	ERR_FAIL_COND(p_floor_snap_length < 0);
	floor_snap_length = p_floor_snap_length;
}
real_t CharacterBody3D::get_wall_min_slide_angle() const {
	return wall_min_slide_angle;
}
void CharacterBody3D::set_wall_min_slide_angle(real_t p_radians) {
	wall_min_slide_angle = p_radians;
}
const Vector3 &CharacterBody3D::get_up_direction() const {
	return up_direction;
}
void CharacterBody3D::set_up_direction(const Vector3 &p_up_direction) {
	ERR_FAIL_COND_MSG(p_up_direction == Vector3(), "up_direction can't be equal to Vector3.ZERO, consider using Floating motion mode instead.");
	up_direction = p_up_direction.normalized();
}
void CharacterBody3D::_notification(int p_what) {