### 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)

floor_normal = collision.normal;
					floor_depth = collision.depth;
					_set_platform_data(collision);
				}
				continue;
			}
			// 
			real_t ceiling_angle = collision.get_angle(-up_direction);
			if (ceiling_angle <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) {
				r_state.ceiling = true;
				if (p_apply_state.ceiling) {
					platform_ceiling_velocity = collision.collider_velocity;
					ceiling_normal = collision.normal;
					collision_state.ceiling = true;
				}
				continue;
			}
		}
		// 
		r_state.wall = true;
		if (p_apply_state.wall && collision.depth > wall_depth) {
			collision_state.wall = true;
			wall_depth = collision.depth;
			wall_normal = collision.normal;
			// 
			if (Object::cast_to<CharacterBody3D>(ObjectDB::get_instance(collision.collider_id)) == nullptr) {
				_set_platform_data(collision);
			}
		}
		//