### 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
#ifdef TOOLS_ENABLED
	if (parent_skeleton) {
		Transform3D bone_transform(parent_skeleton->get_global_transform());
		if (-1 != bone_id) {
			bone_transform *= parent_skeleton->get_bone_global_pose(bone_id);
		}
		if (gizmo_move_joint) {
			bone_transform *= body_offset;
			set_joint_offset(bone_transform.affine_inverse() * get_global_transform());
		} else {
			set_body_offset(bone_transform.affine_inverse() * get_global_transform());
		}
	}
#endif
}
void PhysicalBone3D::_start_physics_simulation() {
	if (_internal_simulate_physics || !parent_skeleton) {
		return;
	}
	reset_to_rest_position();
	set_body_mode(PhysicsServer3D::BODY_MODE_RIGID);
	PhysicsServer3D::get_singleton()->body_set_collision_layer(get_rid(), get_collision_layer());
	PhysicsServer3D::get_singleton()->body_set_collision_mask(get_rid(), get_collision_mask());
	PhysicsServer3D::get_singleton()->body_set_collision_priority(get_rid(), get_collision_priority());
	PhysicsServer3D::get_singleton()->body_set_state_sync_callback(get_rid(), callable_mp(this, &PhysicalBone3D::_body_state_changed));
	set_as_top_level(true);
	_internal_simulate_physics = true;
}
void PhysicalBone3D::_stop_physics_simulation() {