Jolt Physics - When Reparenting a CharacterBody3D, Area3D nodes that are elsewhere get triggered

Godot Version

Godot 4.5.1 stable mono win64

Question

I apparently discovered a bug that only happens with JOLT physics. I even considered changing back to GodotPhysics3D but the performance difference is massive… I’d really like to keep using JOLT for this project, so I’m looking for a fix or a work around. Here’s the issue:

Have a CharacterBody3D using MoveAndSlide(). Have an Area3D set at world origin (global position: 0, 0, 0).
Reparent the CharacterBody3D to some other node nearby to the character, with KeepGlobalTransform set to true. Then Reparent it again to the Current Scene node, again with KeepGlobalTransform set to true. The Area3D that is at the world origin will trigger body entered even though the character is nowhere near the area 3D and never overlaps the area3D (I mean, it shouldn’t overlap and visually it doesn’t seem to overlap not even for a single frame).

I created this bug report. It has more detailed description of the issue and I included a minimal reproduction project. It’s in C# though (when creating it I simply forgot that MRP should ideally be in GDScript, sorry):

If anybody has any ideas for workarounds, I’d appreciate it. For now the only thing I can think of is just move all my levels up by a few meters so there will never be anything at world origin to accidentally trigger…