### 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)

}
		for (int i = 0; i < edge_count_B; i++) {
			Vector3 e1 = p_transform_b.basis.xform(vertices_B[edges_B[i].vertex_a]);
			Vector3 e2 = p_transform_b.basis.xform(vertices_B[edges_B[i].vertex_b]);
			Vector3 n = (e2 - e1);
			for (int j = 0; j < vertex_count_A; j++) {
				Vector3 e3 = p_transform_a.xform(vertices_A[j]);
				if (!separator.test_axis((e1 - e3).cross(n).cross(n).normalized())) {
					return;
				}
			}
		}
	}
	separator.generate_contacts();
}
template <bool withMargin>
static void _collision_convex_polygon_face(const GodotShape3D *p_a, const Transform3D &p_transform_a, const GodotShape3D *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
	const GodotConvexPolygonShape3D *convex_polygon_A = static_cast<const GodotConvexPolygonShape3D *>(p_a);
	const GodotFaceShape3D *face_B = static_cast<const GodotFaceShape3D *>(p_b);
	SeparatorAxisTest<GodotConvexPolygonShape3D, GodotFaceShape3D, withMargin> separator(convex_polygon_A, p_transform_a, face_B, p_transform_b, p_collector, p_margin_a, p_margin_b);
	const Geometry3D::MeshData &mesh = convex_polygon_A->get_mesh();
	const Geometry3D::MeshData::Face *faces = mesh.faces.ptr();
	int face_count = mesh.faces.size();
	const Geometry3D::MeshData::Edge *edges = mesh.edges.ptr();
	int edge_count = mesh.edges.size();
	const Vector3 *vertices = mesh.vertices.ptr();
	int vertex_count = mesh.vertices.size();
	Vector3 vertex[3] = {
		p_transform_b.xform(face_B->vertex[0]),
		p_transform_b.xform(face_B->vertex[1]),