### 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
Vector3 motion_normal;
			if (motion_length > CMP_EPSILON) {
				motion_normal = p_parameters.motion / motion_length;
			}
			
			real_t projected_length = r_result.travel.dot(motion_normal);
			Vector3 recovery = r_result.travel - motion_normal * projected_length;
			real_t recovery_length = recovery.length();
			
			
			if (recovery_length < p_parameters.margin + precision) {
				
				r_result.travel = motion_normal * projected_length;
				r_result.remainder = p_parameters.motion - r_result.travel;
			}
		}
	}
	for (int i = 0; i < 3; i++) {
		if (locked_axis & (1 << i)) {
			r_result.travel[i] = 0;
		}
	}
	if (!p_test_only) {
		Transform3D gt = p_parameters.from;
		gt.origin += r_result.travel;
		set_global_transform(gt);
	}
	return colliding;
}
bool PhysicsBody3D::test_move(const Transform3D &p_from, const Vector3 &p_motion, const Ref<KinematicCollision3D> &r_collision, real_t p_margin, bool p_recovery_as_collision, int p_max_collisions) {