### 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)

for (int i = 0; i < support_count; i++) {
		supports[i] += p_margin * supports[i].normalized();
		supports[i] = p_transform_B.xform(supports[i]);
		if (p.distance_to(supports[i]) >= 0) {
			continue;
		}
		found = true;
		Vector3 support_A = p.project(supports[i]);
		if (p_result_callback) {
			if (p_swap_result) {
				p_result_callback(supports[i], 0, support_A, 0, p_userdata);
			} else {
				p_result_callback(support_A, 0, supports[i], 0, p_userdata);
			}
		}
	}
	return found;
}
bool GodotCollisionSolver3D::solve_separation_ray(const GodotShape3D *p_shape_A, const Transform3D &p_transform_A, const GodotShape3D *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, real_t p_margin) {
	const GodotSeparationRayShape3D *ray = static_cast<const GodotSeparationRayShape3D *>(p_shape_A);
	Vector3 from = p_transform_A.origin;
	Vector3 to = from + p_transform_A.basis.get_column(2) * (ray->get_length() + p_margin);
	Vector3 support_A = to;
	Transform3D ai = p_transform_B.affine_inverse();
	from = ai.xform(from);
	to = ai.xform(to);
	Vector3 p, n;
	if (!p_shape_B->intersect_segment(from, to, p, n, true)) {
		return false;
	}