### 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, nullptr);
	if (result.collisions[p_collision_index].collider_id.is_valid()) {
		return ObjectDB::get_instance(result.collisions[p_collision_index].collider_id);
	}
	return nullptr;
}
ObjectID KinematicCollision3D::get_collider_id(int p_collision_index) const {
	ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, ObjectID());
	return result.collisions[p_collision_index].collider_id;
}
RID KinematicCollision3D::get_collider_rid(int p_collision_index) const {
	ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, RID());
	return result.collisions[p_collision_index].collider;
}
Object *KinematicCollision3D::get_collider_shape(int p_collision_index) const {
	Object *collider = get_collider(p_collision_index);
	if (collider) {
		CollisionObject3D *obj2d = Object::cast_to<CollisionObject3D>(collider);
		if (obj2d) {
			uint32_t ownerid = obj2d->shape_find_owner(result.collisions[p_collision_index].collider_shape);
			return obj2d->shape_owner_get_owner(ownerid);
		}
	}
	return nullptr;
}
int KinematicCollision3D::get_collider_shape_index(int p_collision_index) const {