### 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
if (!parent_skeleton) {
		return;
	}
	if (parent_skeleton->get_animate_physical_bones()) {
		set_body_mode(PhysicsServer3D::BODY_MODE_KINEMATIC);
		PhysicsServer3D::get_singleton()->body_set_collision_layer(get_rid(), get_collision_layer());
		PhysicsServer3D::get_singleton()->body_set_collision_mask(get_rid(), get_collision_mask());
		PhysicsServer3D::get_singleton()->body_set_collision_priority(get_rid(), get_collision_priority());
	} else {
		set_body_mode(PhysicsServer3D::BODY_MODE_STATIC);
		PhysicsServer3D::get_singleton()->body_set_collision_layer(get_rid(), 0);
		PhysicsServer3D::get_singleton()->body_set_collision_mask(get_rid(), 0);
		PhysicsServer3D::get_singleton()->body_set_collision_priority(get_rid(), 1.0);
	}
	if (_internal_simulate_physics) {
		PhysicsServer3D::get_singleton()->body_set_state_sync_callback(get_rid(), Callable());
		parent_skeleton->set_bone_global_pose_override(bone_id, Transform3D(), 0.0, false);
		set_as_top_level(false);
		_internal_simulate_physics = false;
	}
}