### 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)

smax += p_margin_A;
		smin *= axis_scale;
		smax *= axis_scale;
		local_aabb.position[i] = smin;
		local_aabb.size[i] = smax - smin;
	}
	concave_B->cull(local_aabb, concave_callback, &cinfo, false);
	return cinfo.collided;
}
bool GodotCollisionSolver3D::solve_static(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, Vector3 *r_sep_axis, real_t p_margin_A, real_t p_margin_B) {
	PhysicsServer3D::ShapeType type_A = p_shape_A->get_type();
	PhysicsServer3D::ShapeType type_B = p_shape_B->get_type();
	bool concave_A = p_shape_A->is_concave();
	bool concave_B = p_shape_B->is_concave();
	bool swap = false;
	if (type_A > type_B) {
		SWAP(type_A, type_B);
		SWAP(concave_A, concave_B);
		swap = true;
	}
	if (type_A == PhysicsServer3D::SHAPE_WORLD_BOUNDARY) {
		if (type_B == PhysicsServer3D::SHAPE_WORLD_BOUNDARY) {
			WARN_PRINT_ONCE("Collisions between world boundaries are not supported.");
			return false;
		}
		if (type_B == PhysicsServer3D::SHAPE_SEPARATION_RAY) {
			WARN_PRINT_ONCE("Collisions between world boundaries and rays are not supported.");
			return false;
		}
		if (type_B == PhysicsServer3D::SHAPE_SOFT_BODY) {