### Godot version

Godot 4.0.2

### System information

Windows 10, NVIDIA GeForce 1060 GTX 3GB, Vulkan

### Issue description

Rigidbody collision against CharacterBody3D doesn't always trigger on_body_entered signal.
This happens when both objects are moving in the same direction

### Steps to reproduce

Play the test scene.
Press the right arrow key to move the character away from the rigid body. On contact no signal is emitted.


### Minimal reproduction project

[test.zip](https://github.com/godotengine/godot/files/11160540/test.zip)

}
	if (B->get_continuous_collision_detection_mode() == PhysicsServer2D::CCD_MODE_CAST_SHAPE) {
		motion_B = B->get_motion();
	}
	bool prev_collided = collided;
	collided = GodotCollisionSolver2D::solve(shape_A_ptr, xform_A, motion_A, shape_B_ptr, xform_B, motion_B, _add_contact, this, &sep_axis);
	if (!collided) {
		oneway_disabled = false;
		if (A->get_continuous_collision_detection_mode() == PhysicsServer2D::CCD_MODE_CAST_RAY && collide_A) {
			check_ccd = true;
			return true;
		}
		if (B->get_continuous_collision_detection_mode() == PhysicsServer2D::CCD_MODE_CAST_RAY && collide_B) {
			check_ccd = true;
			return true;
		}
		return false;
	}
	if (oneway_disabled) {
		return false;
	}
	if (!prev_collided) {
		if (shape_B_ptr->allows_one_way_collision() && A->is_shape_set_as_one_way_collision(shape_A)) {
			Vector2 direction = xform_A.columns[1].normalized();
			bool valid = false;
			for (int i = 0; i < contact_count; i++) {
				Contact &c = contacts[i];
				if (c.normal.dot(direction) > -CMP_EPSILON) { 
					continue;
				}