### 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)

}
		for (int i = 0; i < 3; i++) {
			Vector3 e1 = vertex[i];
			Vector3 e2 = vertex[(i + 1) % 3];
			Vector3 n = (e2 - e1);
			for (int j = 0; j < vertex_count; j++) {
				Vector3 e3 = p_transform_a.xform(vertices[j]);
				Vector3 axis = (e1 - e3).cross(n).cross(n).normalized();
				if (axis.dot(normal) < 0.0) {
					axis *= -1.0;
				}
				if (!separator.test_axis(axis)) {
					return;
				}
			}
		}
	}
	if (!face_B->backface_collision) {
		if (separator.best_axis.dot(normal) < _BACKFACE_NORMAL_THRESHOLD) {
			if (face_B->invert_backface_collision) {
				separator.best_axis = separator.best_axis.bounce(normal);
			} else {
				
				return;
			}
		}
	}
	separator.generate_contacts();
}
bool sat_calculate_penetration(const GodotShape3D *p_shape_A, const Transform3D &p_transform_A, const GodotShape3D *p_shape_B, const Transform3D &p_transform_B, GodotCollisionSolver3D::CallbackResult p_result_callback, void *p_userdata, bool p_swap, Vector3 *r_prev_axis, real_t p_margin_a, real_t p_margin_b) {