Velocity vector is 0, yet the object moves with MoveAndCollide

Godot Version

4.2.2 Stable Mono

Question

Hello,
pretty much as the titles says.

public override void _PhysicsProcess(double delta)
{
        GD.Print("Postion " + Position);
        GD.Print("Velocity " + Velocity);
        MoveAndCollide(Velocity * (float)delta);
    }

Output:
Postion (0, 0, 0)
Velocity (0, 0, 0)
Postion (0, 0, 0)
Velocity (0, 0, 0)
Postion (0, 0, 17,57652)

The first 2 outputs are from the _Ready() method.
The other 3 from the _PhysicsProcess().
I have a collider at that 17,5 position. So that part is ok.

But I do not understand why MoveAndCollide moves the object.

I also tried to set the velocity, as shown in the doc, but it gives the same result.

        Velocity = Vector3.Forward * 0.1f;
        MoveAndCollide(Velocity * (float)delta);

In Ready everything is at 0,
1st Physics process Position is 0, velocity is set (actually set in Ready but before the print),
next physics process the object is at the collider:
Postion (0, 0, 0)
Velocity (0, 0, 0)
Postion (0, 0, 0)
Velocity (0, 0, -1)
Postion (0, 0, 17,57652)