### 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)

return false;
	}
	if (p_shape_B->get_type() == PhysicsServer3D::SHAPE_WORLD_BOUNDARY) {
		Vector3 a, b;
		bool col = solve_distance_world_boundary(p_shape_B, p_transform_B, p_shape_A, p_transform_A, a, b);
		r_point_A = b;
		r_point_B = a;
		return !col;
	} else if (p_shape_B->is_concave()) {
		if (p_shape_A->is_concave()) {
			return false;
		}
		const GodotConcaveShape3D *concave_B = static_cast<const GodotConcaveShape3D *>(p_shape_B);
		_ConcaveCollisionInfo cinfo;
		cinfo.transform_A = &p_transform_A;
		cinfo.shape_A = p_shape_A;
		cinfo.transform_B = &p_transform_B;
		cinfo.result_callback = nullptr;
		cinfo.userdata = nullptr;
		cinfo.swap_result = false;
		cinfo.collided = false;
		cinfo.collisions = 0;
		cinfo.aabb_tests = 0;
		cinfo.tested = false;
		Transform3D rel_transform = p_transform_A;
		rel_transform.origin -= p_transform_B.origin;
		
		bool use_cc_hint = p_concave_hint != AABB();
		AABB cc_hint_aabb;
		if (use_cc_hint) {