### 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
velocity = Vector3();
						}
					}
				}
				
				if (p_was_on_floor && (wall_min_slide_angle > 0.0) && result_state.wall) {
					Vector3 horizontal_normal = wall_normal.slide(up_direction).normalized();
					real_t motion_angle = Math::abs(Math::acos(-horizontal_normal.dot(motion_slide_up.normalized())));
					if (motion_angle < wall_min_slide_angle) {
						motion = up_direction * motion.dot(up_direction);
						velocity = up_direction * velocity.dot(up_direction);
						apply_default_sliding = false;
					}
				}
			}
			if (apply_default_sliding) {
				
				if ((sliding_enabled || !collision_state.floor) && (!collision_state.ceiling || slide_on_ceiling || !vel_dir_facing_up) && !apply_ceiling_velocity) {
					const PhysicsServer3D::MotionCollision &collision = result.collisions[0];
					Vector3 slide_motion = result.remainder.slide(collision.normal);
					if (collision_state.floor && !collision_state.wall && !motion_slide_up.is_zero_approx()) {
						
						
						real_t motion_length = slide_motion.length();
						slide_motion = up_direction.cross(result.remainder).cross(floor_normal);
						
						
						slide_motion.normalize();
						slide_motion *= motion_length;
					}