### 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)

#include "godot_collision_solver_3d.h"
#include "godot_collision_solver_3d_sat.h"
#include "godot_soft_body_3d.h"
#include "gjk_epa.h"
#define collision_solver sat_calculate_penetration
bool GodotCollisionSolver3D::solve_static_world_boundary(const GodotShape3D *p_shape_A, const Transform3D &p_transform_A, const GodotShape3D *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, real_t p_margin) {