### 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)

double delta = Engine::get_singleton()->is_in_physics_frame() ? get_physics_process_delta_time() : get_process_delta_time();
	for (int i = 0; i < 3; i++) {
		if (locked_axis & (1 << i)) {
			velocity[i] = 0.0;
		}
	}
	Transform3D gt = get_global_transform();
	previous_position = gt.origin;
	Vector3 current_platform_velocity = platform_velocity;
	if ((collision_state.floor || collision_state.wall) && platform_rid.is_valid()) {
		bool excluded = false;
		if (collision_state.floor) {
			excluded = (platform_floor_layers & platform_layer) == 0;
		} else if (collision_state.wall) {
			excluded = (platform_wall_layers & platform_layer) == 0;
		}
		if (!excluded) {
			
			PhysicsDirectBodyState3D *bs = PhysicsServer3D::get_singleton()->body_get_direct_state(platform_rid);
			if (bs) {
				Vector3 local_position = gt.origin - bs->get_transform().origin;
				current_platform_velocity = bs->get_velocity_at_local_position(local_position);
			} else {