### 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)

_SoftBodyContactCollisionInfo &cinfo = *(static_cast<_SoftBodyContactCollisionInfo *>(p_userdata));
	++cinfo.contact_count;
	if (!cinfo.result_callback) {
		return;
	}
	if (cinfo.swap_result) {
		cinfo.result_callback(p_point_B, cinfo.node_index, p_point_A, p_index_A, cinfo.userdata);
	} else {
		cinfo.result_callback(p_point_A, p_index_A, p_point_B, cinfo.node_index, cinfo.userdata);
	}
}
struct _SoftBodyQueryInfo {
	GodotSoftBody3D *soft_body = nullptr;
	const GodotShape3D *shape_A = nullptr;
	const GodotShape3D *shape_B = nullptr;
	Transform3D transform_A;
	Transform3D node_transform;
	_SoftBodyContactCollisionInfo contact_info;
#ifdef DEBUG_ENABLED
	int node_query_count = 0;
	int convex_query_count = 0;
#endif
};
bool GodotCollisionSolver3D::soft_body_query_callback(uint32_t p_node_index, void *p_userdata) {