### Godot version

4.0 beta 13 (official)

### System information

Windows 10, NVIDIA GeForce 1060 GTX 3GB, Vulkan

### Issue description

 Area3D fails to produce signal _on_body_entered when scaled and entered by RigidBody. This worked in previous versions.

### Steps to reproduce

Set up scene with Area3d and RigidBody3d so that the RigidBody will fall into the Area3D.
Connect a script with the _on_body_entered signal.

Compare outcome when Area3D is unscaled and scaled. The Area should be a lot bigger than the RigidBody.
I used a Sphere Collision for the RigidBody and Box for the Area.

(see minimal reproduction project)

### Minimal reproduction project

[area3d_test.zip](https://github.com/godotengine/godot/files/10448954/area3d_test.zip)

Vector3 face_point_1 = edge_A_1 + fraction_1 * edge_dir;
				ERR_FAIL_COND(num_points >= max_clip);
				contact_points[num_points] = face_point_1;
				++num_points;
			}
			real_t fraction_2 = (-b + sqrtterm) / (2.0 * a);
			if ((fraction_2 > 0.0) && (fraction_2 < 1.0) && !Math::is_equal_approx(fraction_1, fraction_2)) {
				Vector3 face_point_2 = edge_A_1 + fraction_2 * edge_dir;
				ERR_FAIL_COND(num_points >= max_clip);
				contact_points[num_points] = face_point_2;
				++num_points;
			}
		}
	}
	
	for (int i = 0; i < num_points; i++) {
		const Vector3 &contact_point_A = contact_points[i];
		real_t d = circle_plane.distance_to(contact_point_A);
		Vector3 closest_B = contact_point_A - circle_plane.normal * d;
		if (p_callback->normal.dot(contact_point_A) >= p_callback->normal.dot(closest_B)) {
			continue;
		}
		p_callback->call(contact_point_A, closest_B, circle_plane.get_normal());
	}
}
static void _generate_contacts_face_face(const Vector3 *p_points_A, int p_point_count_A, const Vector3 *p_points_B, int p_point_count_B, _CollectorCallback *p_callback) {
#ifdef DEBUG_ENABLED
	ERR_FAIL_COND(p_point_count_A < 2);
	ERR_FAIL_COND(p_point_count_B < 3);
#endif