### Godot version

4.0.beta 44c0bfc94

### System information

Fedora 37, GeForce RTX 4090 (NVIDIA 525.78.01), Forward Plus

### Issue description

It's impossible to move AnimatableBody3D in the editor – nothing happens, even though you can see the transform message at the bottom-left corner of the 3D editor.

This problem occurs regardless of whether the AnimatableBody3D contains a valid CollisionShape3D child node.

This problem does not occur with AnimatableBody2D, StaticBody3D or CharacterBody3D.

https://user-images.githubusercontent.com/180032/215598547-afab7150-eaf4-4fbb-8589-0856c9beff9d.mp4



### Steps to reproduce

- Add an AnimatableBody3D node in the editor.
- Try to move it using the gizmos or the inspector's **Position** property.

### Minimal reproduction project

N/A
for (int i = 0; i < E.value.shapes.size(); i++) {
				E.value.shapes[i].tagged = false;
				rc++;
			}
		}
		_RigidBodyInOut *toadd = (_RigidBodyInOut *)alloca(p_state->get_contact_count() * sizeof(_RigidBodyInOut));
		int toadd_count = 0;
		RigidBody3D_RemoveAction *toremove = (RigidBody3D_RemoveAction *)alloca(rc * sizeof(RigidBody3D_RemoveAction));
		int toremove_count = 0;
		
		for (int i = 0; i < p_state->get_contact_count(); i++) {
			RID col_rid = p_state->get_contact_collider(i);
			ObjectID col_obj = p_state->get_contact_collider_id(i);
			int local_shape = p_state->get_contact_local_shape(i);
			int col_shape = p_state->get_contact_collider_shape(i);
			HashMap<ObjectID, BodyState>::Iterator E = contact_monitor->body_map.find(col_obj);
			if (!E) {
				toadd[toadd_count].rid = col_rid;
				toadd[toadd_count].local_shape = local_shape;
				toadd[toadd_count].id = col_obj;
				toadd[toadd_count].shape = col_shape;
				toadd_count++;
				continue;
			}
			ShapePair sp(col_shape, local_shape);
			int idx = E->value.shapes.find(sp);
			if (idx == -1) {
				toadd[toadd_count].rid = col_rid;
				toadd[toadd_count].local_shape = local_shape;
				toadd[toadd_count].id = col_obj;