### Godot version

4.0 beta 13 (official)

### System information

Windows 10, NVIDIA GeForce 1060 GTX 3GB, Vulkan

### Issue description

 Area3D fails to produce signal _on_body_entered when scaled and entered by RigidBody. This worked in previous versions.

### Steps to reproduce

Set up scene with Area3d and RigidBody3d so that the RigidBody will fall into the Area3D.
Connect a script with the _on_body_entered signal.

Compare outcome when Area3D is unscaled and scaled. The Area should be a lot bigger than the RigidBody.
I used a Sphere Collision for the RigidBody and Box for the Area.

(see minimal reproduction project)

### Minimal reproduction project

[area3d_test.zip](https://github.com/godotengine/godot/files/10448954/area3d_test.zip)

#ifdef DEBUG_ENABLED
	ERR_FAIL_COND(p_point_count_A != 3);
	ERR_FAIL_COND(p_point_count_B != 3);
#endif
	const Vector3 &circle_A_pos = p_points_A[0];
	Vector3 circle_A_line_1 = p_points_A[1] - circle_A_pos;
	Vector3 circle_A_line_2 = p_points_A[2] - circle_A_pos;
	real_t circle_A_radius = circle_A_line_1.length();
	Vector3 circle_A_normal = circle_A_line_1.cross(circle_A_line_2).normalized();
	const Vector3 &circle_B_pos = p_points_B[0];
	Vector3 circle_B_line_1 = p_points_B[1] - circle_B_pos;
	Vector3 circle_B_line_2 = p_points_B[2] - circle_B_pos;
	real_t circle_B_radius = circle_B_line_1.length();
	Vector3 circle_B_normal = circle_B_line_1.cross(circle_B_line_2).normalized();
	static const int max_clip = 4;
	Vector3 contact_points[max_clip];
	int num_points = 0;
	Vector3 centers_diff = circle_B_pos - circle_A_pos;
	Vector3 norm_proj = circle_A_normal.dot(centers_diff) * circle_A_normal;
	Vector3 comp_proj = centers_diff - norm_proj;
	real_t proj_dist = comp_proj.length();
	if (!Math::is_zero_approx(proj_dist)) {
		comp_proj /= proj_dist;