### 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)

const GodotConcaveShape3D *concave_B = static_cast<const GodotConcaveShape3D *>(p_shape_B);
	_ConcaveCollisionInfo cinfo;
	cinfo.transform_A = &p_transform_A;
	cinfo.shape_A = p_shape_A;
	cinfo.transform_B = &p_transform_B;
	cinfo.result_callback = p_result_callback;
	cinfo.userdata = p_userdata;
	cinfo.swap_result = p_swap_result;
	cinfo.collided = false;
	cinfo.collisions = 0;
	cinfo.margin_A = p_margin_A;
	cinfo.margin_B = p_margin_B;
	cinfo.aabb_tests = 0;
	Transform3D rel_transform = p_transform_A;
	rel_transform.origin -= p_transform_B.origin;
	
	AABB local_aabb;
	for (int i = 0; i < 3; i++) {
		Vector3 axis(p_transform_B.basis.get_column(i));
		real_t axis_scale = 1.0 / axis.length();
		axis *= axis_scale;
		real_t smin = 0.0, smax = 0.0;
		p_shape_A->project_range(axis, rel_transform, smin, smax);
		smin -= p_margin_A;