### 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)

axis = delta / length;
	}
	Vector3 point_a = p_transform_a.origin + (sphere_A->get_radius() + p_margin_a) * axis;
	Vector3 point_b = (withMargin ? nearest - p_margin_b * axis : nearest);
	p_collector->call(point_a, point_b, axis);
}
template <bool withMargin>
static void _collision_sphere_capsule(const GodotShape3D *p_a, const Transform3D &p_transform_a, const GodotShape3D *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
	const GodotSphereShape3D *sphere_A = static_cast<const GodotSphereShape3D *>(p_a);
	const GodotCapsuleShape3D *capsule_B = static_cast<const GodotCapsuleShape3D *>(p_b);
	real_t capsule_B_radius = capsule_B->get_radius();
	
	Vector3 capsule_segment[2];
	Vector3 capsule_axis = p_transform_b.basis.get_column(1) * (capsule_B->get_height() * 0.5 - capsule_B_radius);
	capsule_segment[0] = p_transform_b.origin + capsule_axis;
	capsule_segment[1] = p_transform_b.origin - capsule_axis;
	
	Vector3 capsule_closest = Geometry3D::get_closest_point_to_segment(p_transform_a.origin, capsule_segment);
	
	analytic_sphere_collision<withMargin>(
			p_transform_a.origin,
			sphere_A->get_radius(),
			capsule_closest,
			capsule_B_radius,
			p_collector,
			p_margin_a,
			p_margin_b);
}
template <bool withMargin>
static void analytic_sphere_cylinder_collision(real_t p_radius_a, real_t p_radius_b, real_t p_height_b, const Transform3D &p_transform_a, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {