### 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)

slide_on_ceiling = p_enabled;
}
uint32_t CharacterBody3D::get_platform_floor_layers() const {
	return platform_floor_layers;
}
void CharacterBody3D::set_platform_floor_layers(uint32_t p_exclude_layers) {
	platform_floor_layers = p_exclude_layers;
}
uint32_t CharacterBody3D::get_platform_wall_layers() const {
	return platform_wall_layers;
}
void CharacterBody3D::set_platform_wall_layers(uint32_t p_exclude_layers) {
	platform_wall_layers = p_exclude_layers;
}
void CharacterBody3D::set_motion_mode(MotionMode p_mode) {
	motion_mode = p_mode;
}
CharacterBody3D::MotionMode CharacterBody3D::get_motion_mode() const {
	return motion_mode;
}
void CharacterBody3D::set_platform_on_leave(PlatformOnLeave p_on_leave_apply_velocity) {
	platform_on_leave = p_on_leave_apply_velocity;
}
CharacterBody3D::PlatformOnLeave CharacterBody3D::get_platform_on_leave() const {
	return platform_on_leave;
}
int CharacterBody3D::get_max_slides() const {
	return max_slides;
}
void CharacterBody3D::set_max_slides(int p_max_slides) {