### 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)

if (p_freeze == freeze) {
		return;
	}
	freeze = p_freeze;
	_apply_body_mode();
}
bool RigidBody3D::is_freeze_enabled() const {
	return freeze;
}
void RigidBody3D::set_freeze_mode(FreezeMode p_freeze_mode) {
	if (p_freeze_mode == freeze_mode) {
		return;
	}
	freeze_mode = p_freeze_mode;
	_apply_body_mode();
}
RigidBody3D::FreezeMode RigidBody3D::get_freeze_mode() const {
	return freeze_mode;
}
void RigidBody3D::set_mass(real_t p_mass) {
	ERR_FAIL_COND(p_mass <= 0);
	mass = p_mass;
	PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_MASS, mass);
}
real_t RigidBody3D::get_mass() const {
	return mass;
}
void RigidBody3D::set_inertia(const Vector3 &p_inertia) {