### 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 != 2);
	ERR_FAIL_COND(p_point_count_B != 2); 
#endif
	Vector3 rel_A = p_points_A[1] - p_points_A[0];
	Vector3 rel_B = p_points_B[1] - p_points_B[0];
	Vector3 c = rel_A.cross(rel_B).cross(rel_B);
	if (Math::is_zero_approx(rel_A.dot(c))) {
		
		
		
		Vector3 axis = rel_A.normalized(); 
		Vector3 base_A = p_points_A[0] - axis * axis.dot(p_points_A[0]);
		Vector3 base_B = p_points_B[0] - axis * axis.dot(p_points_B[0]);
		
		real_t dvec[4] = { axis.dot(p_points_A[0]), axis.dot(p_points_A[1]), axis.dot(p_points_B[0]), axis.dot(p_points_B[1]) };
		SortArray<real_t> sa;
		sa.sort(dvec, 4);
		
		p_callback->call(base_A + axis * dvec[1], base_B + axis * dvec[1], p_callback->normal);
		p_callback->call(base_A + axis * dvec[2], base_B + axis * dvec[2], p_callback->normal);
		return;
	}
	real_t d = (c.dot(p_points_B[0]) - p_points_A[0].dot(c)) / rel_A.dot(c);
	if (d < 0.0) {
		d = 0.0;
	} else if (d > 1.0) {
		d = 1.0;
	}
	Vector3 closest_A = p_points_A[0] + rel_A * d;