### 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 (dist_sq <= circle_B_radius * circle_B_radius) {
		contact_points[num_points] = edge_A_1;
		++num_points;
	}
	const Vector3 &edge_A_2 = p_points_A[1];
	Vector3 proj_point_2 = circle_plane.project(edge_A_2);
	Vector3 dist_vec_2 = proj_point_2 - circle_B_pos;
	real_t dist_sq_2 = dist_vec_2.length_squared();
	
	if (dist_sq_2 <= circle_B_radius * circle_B_radius) {
		contact_points[num_points] = edge_A_2;
		++num_points;
	}
	if (num_points < 2) {
		Vector3 line_vec = proj_point_2 - proj_point_1;
		real_t line_length_sq = line_vec.length_squared();
		
		real_t a, b, c;
		a = line_length_sq;
		b = 2.0 * dist_vec.dot(line_vec);
		c = dist_sq - circle_B_radius * circle_B_radius;
		
		real_t sqrtterm = b * b - 4.0 * a * c;
		
		
		if (sqrtterm >= 0) {
			sqrtterm = Math::sqrt(sqrtterm);
			Vector3 edge_dir = edge_A_2 - edge_A_1;
			real_t fraction_1 = (-b - sqrtterm) / (2.0 * a);
			if ((fraction_1 > 0.0) && (fraction_1 < 1.0)) {