### 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
double delta = Engine::get_singleton()->is_in_physics_frame() ? get_physics_process_delta_time() : get_process_delta_time();
	for (int i = 0; i < 3; i++) {
		if (locked_axis & (1 << i)) {
			velocity[i] = 0.0;
		}
	}
	Transform3D gt = get_global_transform();
	previous_position = gt.origin;
	Vector3 current_platform_velocity = platform_velocity;
	if ((collision_state.floor || collision_state.wall) && platform_rid.is_valid()) {
		bool excluded = false;
		if (collision_state.floor) {
			excluded = (platform_floor_layers & platform_layer) == 0;
		} else if (collision_state.wall) {
			excluded = (platform_wall_layers & platform_layer) == 0;
		}
		if (!excluded) {
			
			PhysicsDirectBodyState3D *bs = PhysicsServer3D::get_singleton()->body_get_direct_state(platform_rid);
			if (bs) {
				Vector3 local_position = gt.origin - bs->get_transform().origin;
				current_platform_velocity = bs->get_velocity_at_local_position(local_position);
			} else {