### 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
notify_property_list_changed();
	update_gizmos();
#endif
}
PhysicalBone3D::JointType PhysicalBone3D::get_joint_type() const {
	return joint_data ? joint_data->get_joint_type() : JOINT_TYPE_NONE;
}
void PhysicalBone3D::set_joint_offset(const Transform3D &p_offset) {
	joint_offset = p_offset;
	_update_joint_offset();
}
const Transform3D &PhysicalBone3D::get_joint_offset() const {
	return joint_offset;
}
void PhysicalBone3D::set_joint_rotation(const Vector3 &p_euler_rad) {
	joint_offset.basis.set_euler_scale(p_euler_rad, joint_offset.basis.get_scale());
	_update_joint_offset();
}
Vector3 PhysicalBone3D::get_joint_rotation() const {
	return joint_offset.basis.get_euler_normalized();
}
const Transform3D &PhysicalBone3D::get_body_offset() const {
	return body_offset;
}
void PhysicalBone3D::set_body_offset(const Transform3D &p_offset) {
	body_offset = p_offset;
	body_offset_inverse = body_offset.affine_inverse();
	_update_joint_offset();
}
void PhysicalBone3D::set_simulate_physics(bool p_simulate) {