### Godot version

Godot 4.0.2

### System information

Windows 10, NVIDIA GeForce 1060 GTX 3GB, Vulkan

### Issue description

Rigidbody collision against CharacterBody3D doesn't always trigger on_body_entered signal.
This happens when both objects are moving in the same direction

### Steps to reproduce

Play the test scene.
Press the right arrow key to move the character away from the rigid body. On contact no signal is emitted.


### Minimal reproduction project

[test.zip](https://github.com/godotengine/godot/files/11160540/test.zip)

SWAP(contacts[i], contacts[contact_count - 1]);
			}
			i--;
			contact_count--;
		}
	}
}
bool GodotBodyPair3D::_test_ccd(real_t p_step, GodotBody3D *p_A, int p_shape_A, const Transform3D &p_xform_A, GodotBody3D *p_B, int p_shape_B, const Transform3D &p_xform_B) {
	GodotShape3D *shape_A_ptr = p_A->get_shape(p_shape_A);
	GodotShape3D *shape_B_ptr = p_B->get_shape(p_shape_B);
	Vector3 motion = p_A->get_linear_velocity() * p_step;
	real_t mlen = motion.length();
	if (mlen < CMP_EPSILON) {
		return false;
	}
	Vector3 mnormal = motion / mlen;
	real_t min = 0.0, max = 0.0;
	shape_A_ptr->project_range(mnormal, p_xform_A, min, max);
	
	
	bool fast_object = mlen > (max - min) * 0.3;
	if (!fast_object) {
		return false; 
	}
	
	
	
	static const int max_supports = 16;
	Vector3 supports_A[max_supports];