### Godot version

4.0 beta 10

### System information

Windows 11, gl_compatibility, NVidia RTX 3070 TI

### Issue description

When a CharacterBody3D has a ConcavePolygonShape3D and performs a move_and_collide; it will fail to collide with any type of shape - spheres, capsules, etc.

### Steps to reproduce

Create a CharacterBody3D with a ConcavePolygonShape3D and position it above a StaticBody3D with a SphereShape3D, then move_and_collide the CharacterBody3D down through the sphere. No collision is detected.

### Minimal reproduction project

The https://github.com/Malcolmnixon/PhysicsCollisionTest project contains tests of every collision. The following are shots of the concave shape above the sphere, and then move_and_collide into the sphere:
![image](https://user-images.githubusercontent.com/1863707/209745175-5ea35ce6-e6cc-4834-9005-914ff3742a5b.png)
![image](https://user-images.githubusercontent.com/1863707/209745257-02664285-81eb-443c-a598-660c391d654d.png)

const GodotSoftBodyShape3D *soft_body_shape_B = static_cast<const GodotSoftBodyShape3D *>(p_shape_B);
	GodotSoftBody3D *soft_body = soft_body_shape_B->get_soft_body();
	const Transform3D &world_to_local = soft_body->get_inv_transform();
	const real_t collision_margin = soft_body->get_collision_margin();
	GodotSphereShape3D sphere_shape;
	sphere_shape.set_data(collision_margin);
	_SoftBodyQueryInfo query_cinfo;
	query_cinfo.contact_info.result_callback = p_result_callback;
	query_cinfo.contact_info.userdata = p_userdata;
	query_cinfo.contact_info.swap_result = p_swap_result;
	query_cinfo.soft_body = soft_body;
	query_cinfo.node_transform = p_transform_B * world_to_local;
	query_cinfo.shape_A = p_shape_A;
	query_cinfo.transform_A = p_transform_A;
	query_cinfo.shape_B = &sphere_shape;
	if (p_shape_A->is_concave()) {
		
		const GodotConcaveShape3D *concave_shape_A = static_cast<const GodotConcaveShape3D *>(p_shape_A);
		AABB soft_body_aabb = soft_body->get_bounds();
		soft_body_aabb.grow_by(collision_margin);
		
		AABB local_aabb;
		for (int i = 0; i < 3; i++) {
			Vector3 axis(p_transform_A.basis.get_column(i));
			real_t axis_scale = 1.0 / axis.length();
			real_t smin = soft_body_aabb.position[i];
			real_t smax = smin + soft_body_aabb.size[i];