### 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)

cc_hint_aabb = p_concave_hint;
			cc_hint_aabb.position -= p_transform_B.origin;
		}
		AABB local_aabb;
		for (int i = 0; i < 3; i++) {
			Vector3 axis(p_transform_B.basis.get_column(i));
			real_t axis_scale = ((real_t)1.0) / axis.length();
			axis *= axis_scale;
			real_t smin, smax;
			if (use_cc_hint) {
				cc_hint_aabb.project_range_in_plane(Plane(axis), smin, smax);
			} else {
				p_shape_A->project_range(axis, rel_transform, smin, smax);
			}
			smin *= axis_scale;
			smax *= axis_scale;
			local_aabb.position[i] = smin;
			local_aabb.size[i] = smax - smin;
		}
		concave_B->cull(local_aabb, concave_distance_callback, &cinfo, false);
		if (!cinfo.collided) {
			r_point_A = cinfo.close_A;
			r_point_B = cinfo.close_B;
		}
		return !cinfo.collided;
	} else {
		return gjk_epa_calculate_distance(p_shape_A, p_transform_A, p_shape_B, p_transform_B, r_point_A, r_point_B); 
	}
}