### 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)

#ifdef DEBUG_ENABLED
	ERR_FAIL_COND(p_point_count_A < 3);
	ERR_FAIL_COND(p_point_count_B != 3);
#endif
	const Vector3 &circle_B_pos = p_points_B[0];
	Vector3 circle_B_line_1 = p_points_B[1] - circle_B_pos;
	Vector3 circle_B_line_2 = p_points_B[2] - circle_B_pos;
	
	static const int circle_segments = 8;
	Vector3 circle_points[circle_segments];
	real_t angle_delta = 2.0 * Math_PI / circle_segments;
	for (int i = 0; i < circle_segments; ++i) {
		Vector3 point_pos = circle_B_pos;
		point_pos += circle_B_line_1 * Math::cos(i * angle_delta);
		point_pos += circle_B_line_2 * Math::sin(i * angle_delta);
		circle_points[i] = point_pos;
	}
	_generate_contacts_face_face(p_points_A, p_point_count_A, circle_points, circle_segments, p_callback);
	
	Vector3 circle_B_normal = circle_B_line_1.cross(circle_B_line_2).normalized();
	Plane circle_plane(circle_B_normal, circle_B_pos);
	static const int max_clip = 32;
	Vector3 contact_points[max_clip];
	int num_points = 0;
	for (int i = 0; i < p_point_count_A; i++) {
		int i_n = (i + 1) % p_point_count_A;
		const Vector3 &edge0_A = p_points_A[i];
		const Vector3 &edge1_A = p_points_A[i_n];
		real_t dist0 = circle_plane.distance_to(edge0_A);
		real_t dist1 = circle_plane.distance_to(edge1_A);