### 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)

if ((proj_dist > circle_A_radius - circle_B_radius) && (proj_dist > circle_B_radius - circle_A_radius)) {
			
			real_t radius_a_sqr = circle_A_radius * circle_A_radius;
			real_t radius_b_sqr = circle_B_radius * circle_B_radius;
			real_t d_sqr = proj_dist * proj_dist;
			real_t s = (1.0 + (radius_a_sqr - radius_b_sqr) / d_sqr) * 0.5;
			real_t h = Math::sqrt(MAX(radius_a_sqr - d_sqr * s * s, 0.0));
			Vector3 midpoint = circle_A_pos + s * comp_proj * proj_dist;
			Vector3 h_vec = h * circle_A_normal.cross(comp_proj);
			Vector3 point_A = midpoint + h_vec;
			contact_points[num_points] = point_A;
			++num_points;
			point_A = midpoint - h_vec;
			contact_points[num_points] = point_A;
			++num_points;
			
			point_A = circle_A_pos + comp_proj * circle_A_radius;
			contact_points[num_points] = point_A;
			++num_points;
			point_A = circle_B_pos - comp_proj * circle_B_radius - norm_proj;
			contact_points[num_points] = point_A;
			++num_points;
		} 
	} 
	if (num_points == 0) {
		
		if (circle_A_radius < circle_B_radius) {
			
			for (int i = 0; i < 3; ++i) {
				Vector3 circle_A_point = circle_A_pos;