### 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)

const GodotWorldBoundaryShape3D *world_boundary = static_cast<const GodotWorldBoundaryShape3D *>(p_shape_A);
	if (p_shape_B->get_type() == PhysicsServer3D::SHAPE_WORLD_BOUNDARY) {
		return false;
	}
	Plane p = p_transform_A.xform(world_boundary->get_plane());
	static const int max_supports = 16;
	Vector3 supports[max_supports];
	int support_count;
	GodotShape3D::FeatureType support_type;
	Vector3 support_direction = p_transform_B.basis.xform_inv(-p.normal).normalized();
	p_shape_B->get_supports(support_direction, max_supports, supports, support_count, support_type);
	if (support_count == 0) { 
		Vector3 support_B = p_transform_B.xform(p_shape_B->get_support(support_direction));
		r_point_A = p.project(support_B);
		r_point_B = support_B;
		bool collided = p.distance_to(support_B) <= 0;
		return collided;
	}
	if (support_type == GodotShape3D::FEATURE_CIRCLE) {
		ERR_FAIL_COND_V(support_count != 3, false);
		Vector3 circle_pos = supports[0];