### 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)

Transform3D gt = get_global_transform();
				if (result.travel.length() <= margin + CMP_EPSILON) {
					gt.origin -= result.travel;
				}
				set_global_transform(gt);
				velocity = Vector3();
				motion = Vector3();
				last_motion = Vector3();
				break;
			}
			if (result.remainder.is_zero_approx()) {
				motion = Vector3();
				break;
			}
			
			bool apply_default_sliding = true;
			
			if (result_state.wall && (motion_slide_up.dot(wall_normal) <= 0)) {
				
				if (floor_block_on_wall) {
					
					
					Vector3 horizontal_motion = motion.slide(up_direction);
					Vector3 horizontal_normal = wall_normal.slide(up_direction).normalized();
					real_t motion_angle = Math::abs(Math::acos(-horizontal_normal.dot(horizontal_motion.normalized())));
					
					
					
					if (motion_angle < .5 * Math_PI) {
						apply_default_sliding = false;