### 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)

Vector3 circle_axis_1 = supports[1] - circle_pos;
		Vector3 circle_axis_2 = supports[2] - circle_pos;
		
		for (int i = 0; i < 3; ++i) {
			Vector3 vertex_pos = circle_pos;
			vertex_pos += circle_axis_1 * Math::cos(2.0 * Math_PI * i / 3.0);
			vertex_pos += circle_axis_2 * Math::sin(2.0 * Math_PI * i / 3.0);
			supports[i] = vertex_pos;
		}
	}
	bool collided = false;
	Vector3 closest;
	real_t closest_d = 0;
	for (int i = 0; i < support_count; i++) {
		supports[i] = p_transform_B.xform(supports[i]);
		real_t d = p.distance_to(supports[i]);
		if (i == 0 || d < closest_d) {
			closest = supports[i];
			closest_d = d;
			if (d <= 0) {
				collided = true;
			}
		}
	}
	r_point_A = p.project(closest);
	r_point_B = closest;
	return collided;
}
bool GodotCollisionSolver3D::solve_distance(const GodotShape3D *p_shape_A, const Transform3D &p_transform_A, const GodotShape3D *p_shape_B, const Transform3D &p_transform_B, Vector3 &r_point_A, Vector3 &r_point_B, const AABB &p_concave_hint, Vector3 *r_sep_axis) {
	if (p_shape_A->is_concave()) {