### 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)

velocity = Vector3();
						}
					}
				}
				
				if (p_was_on_floor && (wall_min_slide_angle > 0.0) && result_state.wall) {
					Vector3 horizontal_normal = wall_normal.slide(up_direction).normalized();
					real_t motion_angle = Math::abs(Math::acos(-horizontal_normal.dot(motion_slide_up.normalized())));
					if (motion_angle < wall_min_slide_angle) {
						motion = up_direction * motion.dot(up_direction);
						velocity = up_direction * velocity.dot(up_direction);
						apply_default_sliding = false;
					}
				}
			}
			if (apply_default_sliding) {
				
				if ((sliding_enabled || !collision_state.floor) && (!collision_state.ceiling || slide_on_ceiling || !vel_dir_facing_up) && !apply_ceiling_velocity) {
					const PhysicsServer3D::MotionCollision &collision = result.collisions[0];
					Vector3 slide_motion = result.remainder.slide(collision.normal);
					if (collision_state.floor && !collision_state.wall && !motion_slide_up.is_zero_approx()) {
						
						
						real_t motion_length = slide_motion.length();
						slide_motion = up_direction.cross(result.remainder).cross(floor_normal);
						
						
						slide_motion.normalize();
						slide_motion *= motion_length;
					}