### 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)

smin *= axis_scale;
			smax *= axis_scale;
			local_aabb.position[i] = smin;
			local_aabb.size[i] = smax - smin;
		}
		concave_shape_A->cull(local_aabb, soft_body_concave_callback, &query_cinfo, true);
	} else {
		AABB shape_aabb = p_transform_A.xform(p_shape_A->get_aabb());
		shape_aabb.grow_by(collision_margin);
		soft_body->query_aabb(shape_aabb, soft_body_query_callback, &query_cinfo);
	}
	return (query_cinfo.contact_info.contact_count > 0);
}
struct _ConcaveCollisionInfo {
	const Transform3D *transform_A = nullptr;
	const GodotShape3D *shape_A = nullptr;
	const Transform3D *transform_B = nullptr;
	GodotCollisionSolver3D::CallbackResult result_callback = nullptr;
	void *userdata = nullptr;
	bool swap_result = false;
	bool collided = false;
	int aabb_tests = 0;
	int collisions = 0;
	bool tested = false;
	real_t margin_A = 0.0f;
	real_t margin_B = 0.0f;
	Vector3 close_A;
	Vector3 close_B;
};
bool GodotCollisionSolver3D::concave_callback(void *p_userdata, GodotShape3D *p_convex) {