### 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)

} else {
			collided = false;
			return false;
		}
	}
	offset_B = B->get_transform().get_origin() - A->get_transform().get_origin();
	validate_contacts();
	const Vector3 &offset_A = A->get_transform().get_origin();
	Transform3D xform_Au = Transform3D(A->get_transform().basis, Vector3());
	Transform3D xform_A = xform_Au * A->get_shape_transform(shape_A);
	Transform3D xform_Bu = B->get_transform();
	xform_Bu.origin -= offset_A;
	Transform3D xform_B = xform_Bu * B->get_shape_transform(shape_B);
	GodotShape3D *shape_A_ptr = A->get_shape(shape_A);
	GodotShape3D *shape_B_ptr = B->get_shape(shape_B);
	collided = GodotCollisionSolver3D::solve_static(shape_A_ptr, xform_A, shape_B_ptr, xform_B, _contact_added_callback, this, &sep_axis);
	if (!collided) {
		if (A->is_continuous_collision_detection_enabled() && collide_A) {
			check_ccd = true;
			return true;
		}
		if (B->is_continuous_collision_detection_enabled() && collide_B) {
			check_ccd = true;
			return true;
		}
		return false;
	}
	return true;
}
bool GodotBodyPair3D::pre_solve(real_t p_step) {