### 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)

CollisionState result_state;
			_set_collision_direction(result, result_state);
			if (result.remainder.is_zero_approx()) {
				motion = Vector3();
				break;
			}
			if (wall_min_slide_angle != 0 && Math::acos(wall_normal.dot(-velocity.normalized())) < wall_min_slide_angle + FLOOR_ANGLE_THRESHOLD) {
				motion = Vector3();
				if (result.travel.length() < margin + CMP_EPSILON) {
					Transform3D gt = get_global_transform();
					gt.origin -= result.travel;
					set_global_transform(gt);
				}
			} else if (first_slide) {
				Vector3 motion_slide_norm = result.remainder.slide(wall_normal).normalized();
				motion = motion_slide_norm * (motion.length() - result.travel.length());
			} else {
				motion = result.remainder.slide(wall_normal);
			}
			if (motion.dot(velocity) <= 0.0) {
				motion = Vector3();
			}
		}
		if (!collided || motion.is_zero_approx()) {
			break;
		}
		first_slide = false;
	}
}
void CharacterBody3D::apply_floor_snap() {