### 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)

current_platform_velocity = Vector3();
				platform_rid = RID();
			}
		} else {
			current_platform_velocity = Vector3();
		}
	}
	motion_results.clear();
	bool was_on_floor = collision_state.floor;
	collision_state.state = 0;
	last_motion = Vector3();
	if (!current_platform_velocity.is_zero_approx()) {
		PhysicsServer3D::MotionParameters parameters(get_global_transform(), current_platform_velocity * delta, margin);
		parameters.recovery_as_collision = true; 
		parameters.exclude_bodies.insert(platform_rid);
		if (platform_object_id.is_valid()) {
			parameters.exclude_objects.insert(platform_object_id);
		}
		PhysicsServer3D::MotionResult floor_result;
		if (move_and_collide(parameters, floor_result, false, false)) {
			motion_results.push_back(floor_result);
			CollisionState result_state;
			_set_collision_direction(floor_result, result_state);
		}
	}
	if (motion_mode == MOTION_MODE_GROUNDED) {
		_move_and_slide_grounded(delta, was_on_floor);
	} else {
		_move_and_slide_floating(delta);
	}