### 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)

}
		
		// 
		else if (floor_constant_speed && first_slide && _on_floor_if_snapped(p_was_on_floor, vel_dir_facing_up)) {
			can_apply_constant_speed = false;
			sliding_enabled = true;
			Transform3D gt = get_global_transform();
			gt.origin = gt.origin - result.travel;
			set_global_transform(gt);
			
			
			Vector3 motion_slide_norm = up_direction.cross(motion).cross(prev_floor_normal);
			motion_slide_norm.normalize();
			motion = motion_slide_norm * (motion_slide_up.length());
			collided = true;
		}
		if (!collided || motion.is_zero_approx()) {
			break;
		}
		can_apply_constant_speed = !can_apply_constant_speed && !sliding_enabled;
		sliding_enabled = true;
		first_slide = false;
	}
	_snap_on_floor(p_was_on_floor, vel_dir_facing_up);
	// 
	if (collision_state.floor && !vel_dir_facing_up) {
		velocity = velocity.slide(up_direction);
	}
}
void CharacterBody3D::_move_and_slide_floating(double p_delta) {