### Godot version

4.0 beta 10

### System information

Windows 11, gl_compatibility, NVidia RTX 3070 TI

### Issue description

When a CharacterBody3D has a ConcavePolygonShape3D and performs a move_and_collide; it will fail to collide with any type of shape - spheres, capsules, etc.

### Steps to reproduce

Create a CharacterBody3D with a ConcavePolygonShape3D and position it above a StaticBody3D with a SphereShape3D, then move_and_collide the CharacterBody3D down through the sphere. No collision is detected.

### Minimal reproduction project

The https://github.com/Malcolmnixon/PhysicsCollisionTest project contains tests of every collision. The following are shots of the concave shape above the sphere, and then move_and_collide into the sphere:
![image](https://user-images.githubusercontent.com/1863707/209745175-5ea35ce6-e6cc-4834-9005-914ff3742a5b.png)
![image](https://user-images.githubusercontent.com/1863707/209745257-02664285-81eb-443c-a598-660c391d654d.png)

_SoftBodyQueryInfo &query_cinfo = *(static_cast<_SoftBodyQueryInfo *>(p_userdata));
	query_cinfo.shape_A = p_convex;
	
	AABB shape_aabb;
	for (int i = 0; i < 3; i++) {
		Vector3 axis;
		axis[i] = 1.0;
		real_t smin, smax;
		p_convex->project_range(axis, query_cinfo.transform_A, smin, smax);
		shape_aabb.position[i] = smin;
		shape_aabb.size[i] = smax - smin;
	}
	shape_aabb.grow_by(query_cinfo.soft_body->get_collision_margin());
	query_cinfo.soft_body->query_aabb(shape_aabb, soft_body_query_callback, &query_cinfo);
	bool collided = (query_cinfo.contact_info.contact_count > 0);
#ifdef DEBUG_ENABLED
	++query_cinfo.convex_query_count;
#endif
	
	return (collided && !query_cinfo.contact_info.result_callback);
}
bool GodotCollisionSolver3D::solve_soft_body(const GodotShape3D *p_shape_A, const Transform3D &p_transform_A, const GodotShape3D *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result) {