### Godot version

v4.1.rc1.mono.official [1f9e540f1]

### System information

Godot v4.1.rc1.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1660 Ti with Max-Q Design (NVIDIA; 31.0.15.3179) - Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz (12 Threads)

### Issue description

When NavigationAgent3D is instantiated at runtime and added to the scene tree, invisible/impassable obstacle is added at the global origin position (0, 0, 0).

### Steps to reproduce

1. Run attached MRP
2. Click with `left mouse button` at the world origin to make agent walk
3. Click `space` on your keyboard to instantiate NavigationAgent3D
4. Click left mouse button to walk through world origin position again
5. Player gets stuck on obstacle at the world origin position

https://github.com/godotengine/godot/assets/8630984/fc9b32fb-25cb-46d6-9a98-ff299e2c0b1c



### Minimal reproduction project

[MRP.zip](https://github.com/godotengine/godot/files/11910363/MRP.zip)

}
		}
	}
}
void NavigationAgent3D::_request_repath() {
	navigation_result->reset();
	target_reached = false;
	navigation_finished = false;
	update_frame_id = 0;
}
void NavigationAgent3D::_check_distance_to_target() {
	if (!target_reached) {
		if (distance_to_target() < target_desired_distance) {
			target_reached = true;
			emit_signal(SNAME("target_reached"));
		}
	}
}
void NavigationAgent3D::set_avoidance_layers(uint32_t p_layers) {
	avoidance_layers = p_layers;
	NavigationServer3D::get_singleton()->agent_set_avoidance_layers(get_rid(), avoidance_layers);
}
uint32_t NavigationAgent3D::get_avoidance_layers() const {
	return avoidance_layers;
}
void NavigationAgent3D::set_avoidance_mask(uint32_t p_mask) {
	avoidance_mask = p_mask;
	NavigationServer3D::get_singleton()->agent_set_avoidance_mask(get_rid(), avoidance_mask);
}
uint32_t NavigationAgent3D::get_avoidance_mask() const {