### 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)

Vector3 closest_B = Geometry3D::get_closest_point_to_segment_uncapped(closest_A, p_points_B);
	
	Vector3 normal = rel_A.cross(rel_B);
	real_t normal_len = normal.length();
	if (normal_len > 1e-3)
		normal /= normal_len;
	else
		normal = p_callback->normal;
	p_callback->call(closest_A, closest_B, normal);
}
static void _generate_contacts_edge_circle(const Vector3 *p_points_A, int p_point_count_A, const Vector3 *p_points_B, int p_point_count_B, _CollectorCallback *p_callback) {
#ifdef DEBUG_ENABLED
	ERR_FAIL_COND(p_point_count_A != 2);
	ERR_FAIL_COND(p_point_count_B != 3);
#endif
	const Vector3 &circle_B_pos = p_points_B[0];
	Vector3 circle_B_line_1 = p_points_B[1] - circle_B_pos;
	Vector3 circle_B_line_2 = p_points_B[2] - circle_B_pos;
	real_t circle_B_radius = circle_B_line_1.length();
	Vector3 circle_B_normal = circle_B_line_1.cross(circle_B_line_2).normalized();
	Plane circle_plane(circle_B_normal, circle_B_pos);
	static const int max_clip = 2;
	Vector3 contact_points[max_clip];
	int num_points = 0;
	
	const Vector3 &edge_A_1 = p_points_A[0];
	Vector3 proj_point_1 = circle_plane.project(edge_A_1);
	Vector3 dist_vec = proj_point_1 - circle_B_pos;
	real_t dist_sq = dist_vec.length_squared();