### Godot version

4.0.beta 44c0bfc94

### System information

Fedora 37, GeForce RTX 4090 (NVIDIA 525.78.01), Forward Plus

### Issue description

It's impossible to move AnimatableBody3D in the editor – nothing happens, even though you can see the transform message at the bottom-left corner of the 3D editor.

This problem occurs regardless of whether the AnimatableBody3D contains a valid CollisionShape3D child node.

This problem does not occur with AnimatableBody2D, StaticBody3D or CharacterBody3D.

https://user-images.githubusercontent.com/180032/215598547-afab7150-eaf4-4fbb-8589-0856c9beff9d.mp4



### Steps to reproduce

- Add an AnimatableBody3D node in the editor.
- Try to move it using the gizmos or the inspector's **Position** property.

### Minimal reproduction project

N/A
return result.remainder;
}
int KinematicCollision3D::get_collision_count() const {
	return result.collision_count;
}
real_t KinematicCollision3D::get_depth() const {
	return result.collision_depth;
}
Vector3 KinematicCollision3D::get_position(int p_collision_index) const {
	ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, Vector3());
	return result.collisions[p_collision_index].position;
}
Vector3 KinematicCollision3D::get_normal(int p_collision_index) const {
	ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, Vector3());
	return result.collisions[p_collision_index].normal;
}
real_t KinematicCollision3D::get_angle(int p_collision_index, const Vector3 &p_up_direction) const {
	ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, 0.0);
	ERR_FAIL_COND_V(p_up_direction == Vector3(), 0);
	return result.collisions[p_collision_index].get_angle(p_up_direction);
}
Object *KinematicCollision3D::get_local_shape(int p_collision_index) const {
	ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, nullptr);
	if (!owner) {
		return nullptr;
	}
	uint32_t ownerid = owner->shape_find_owner(result.collisions[p_collision_index].local_shape);
	return owner->shape_owner_get_owner(ownerid);
}
Object *KinematicCollision3D::get_collider(int p_collision_index) const {