### 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
ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, 0);
	return result.collisions[p_collision_index].collider_shape;
}
Vector3 KinematicCollision3D::get_collider_velocity(int p_collision_index) const {
	ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, Vector3());
	return result.collisions[p_collision_index].collider_velocity;
}
void KinematicCollision3D::_bind_methods() {
	ClassDB::bind_method(D_METHOD("get_travel"), &KinematicCollision3D::get_travel);
	ClassDB::bind_method(D_METHOD("get_remainder"), &KinematicCollision3D::get_remainder);
	ClassDB::bind_method(D_METHOD("get_depth"), &KinematicCollision3D::get_depth);
	ClassDB::bind_method(D_METHOD("get_collision_count"), &KinematicCollision3D::get_collision_count);
	ClassDB::bind_method(D_METHOD("get_position", "collision_index"), &KinematicCollision3D::get_position, DEFVAL(0));
	ClassDB::bind_method(D_METHOD("get_normal", "collision_index"), &KinematicCollision3D::get_normal, DEFVAL(0));
	ClassDB::bind_method(D_METHOD("get_angle", "collision_index", "up_direction"), &KinematicCollision3D::get_angle, DEFVAL(0), DEFVAL(Vector3(0.0, 1.0, 0.0)));
	ClassDB::bind_method(D_METHOD("get_local_shape", "collision_index"), &KinematicCollision3D::get_local_shape, DEFVAL(0));
	ClassDB::bind_method(D_METHOD("get_collider", "collision_index"), &KinematicCollision3D::get_collider, DEFVAL(0));
	ClassDB::bind_method(D_METHOD("get_collider_id", "collision_index"), &KinematicCollision3D::get_collider_id, DEFVAL(0));
	ClassDB::bind_method(D_METHOD("get_collider_rid", "collision_index"), &KinematicCollision3D::get_collider_rid, DEFVAL(0));
	ClassDB::bind_method(D_METHOD("get_collider_shape", "collision_index"), &KinematicCollision3D::get_collider_shape, DEFVAL(0));
	ClassDB::bind_method(D_METHOD("get_collider_shape_index", "collision_index"), &KinematicCollision3D::get_collider_shape_index, DEFVAL(0));
	ClassDB::bind_method(D_METHOD("get_collider_velocity", "collision_index"), &KinematicCollision3D::get_collider_velocity, DEFVAL(0));
}
bool PhysicalBone3D::JointData::_set(const StringName &p_name, const Variant &p_value, RID j) {