### 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)

r_state.state = 0;
	real_t wall_depth = -1.0;
	real_t floor_depth = -1.0;
	bool was_on_wall = collision_state.wall;
	Vector3 prev_wall_normal = wall_normal;
	int wall_collision_count = 0;
	Vector3 combined_wall_normal;
	Vector3 tmp_wall_col; // 
	for (int i = p_result.collision_count - 1; i >= 0; i--) {
		const PhysicsServer3D::MotionCollision &collision = p_result.collisions[i];
		if (motion_mode == MOTION_MODE_GROUNDED) {
			// 
			real_t floor_angle = collision.get_angle(up_direction);
			if (floor_angle <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) {
				r_state.floor = true;
				if (p_apply_state.floor && collision.depth > floor_depth) {
					collision_state.floor = true;