Repository: godot
Issue: [4.0RC2] Advanced Import physics colliders issues
Labels: bug,topic:physics,topic:import

### Godot version

4.0.rc2.mono

### System information

Windows 10, Forward+, GTX960

### Issue description

The advanced import setting generates incorrect collision shapes.

- the dimensions of the shapes are different in the preview window than in the editor window when the model is opened
- setting the position of the collision shape moves the object in dynamic mode
- when area mode is selected, the model is not imported
- when reopening the importer window, the collision shape is not displayed despite the checkbox being enabled

### Steps to reproduce

The example GLTF file is a wireframe of a blender cube of 2x2x2 meters and scale 1.0 in xyz.

Open the GLTF file in the importer, in Generate turn on Physics, in Type select Body Type: Static and Shape Type: Box. Default dimensions 2,2,2, position 0,0,0, rotation 0,0,0

![box-static-importer](https://user-images.githubusercontent.com/224215/219853869-308330dc-1947-4cdb-95f4-69be371d40f5.PNG)

Collision shape preview is half the size of the actual one in the editor

![box-static-editor](https://user-images.githubusercontent.com/224215/219854039-0c3b57a5-eeb6-4b54-82b9-b982bce3f41a.PNG)

![box-static-editor-2](https://user-images.githubusercontent.com/224215/219854046-092e36ea-4683-4221-bfa8-bc9b09ad92cc.PNG)

![box-static-editor-3](https://user-images.githubusercontent.com/224215/219854049-2d2212d6-8902-446d-aa3c-01c0a591d772.PNG)

Change the position of the collision shape to 0,2,0 and reimport as static

![box-position-static](https://user-images.githubusercontent.com/224215/219854264-3f3a002d-0d46-472a-ba6d-a39f47575211.PNG)

![box-position-static-editor](https://user-images.githubusercontent.com/224215/219854665-5ddd0985-f70f-4bb0-8c58-210f331fab6f.PNG)

![box-position-static-editor-2](https://user-images.githubusercontent.com/224215/219854470-73c1a5d3-49b8-438b-baa2-3c20ab400d7b.PNG)

StaticBody3D position is now 0,2,0 - isn't it the position of the collision **shape** that should change instead of the whole staticbody?

Now reimport collision shape as dynamic

![box-position-dynamic](https://user-images.githubusercontent.com/224215/219854531-9a52f096-677d-47ca-ad50-b60beac4dabf.PNG)

![box-position-dynamic-editor](https://user-images.githubusercontent.com/224215/219854637-ef691a56-4151-44d1-8534-aece0e1363b5.PNG)

![box-position-dynamic-editor-2](https://user-images.githubusercontent.com/224215/219854690-6b82bf9d-6256-43f6-8006-05290d2a8c34.PNG)

The organization of the nodes has changed and now the entire mesh is shifted upwards (RigidBody3D position is 0,2,0)

Now reimport with collision shape as area

![box-position-area](https://user-images.githubusercontent.com/224215/219854985-75444a50-b892-4c25-bdb9-b2cf6fcf1c1d.PNG)

![box-position-area-editor](https://user-images.githubusercontent.com/224215/219854994-f19a2a34-4431-4de9-9992-3657b0104c97.PNG)

![box-position-area-editor-2](https://user-images.githubusercontent.com/224215/219854997-8bf89787-0e70-4b45-ad7b-6008d9c690ff.PNG)

Only collision shape for Area3D is imported and whole mesh is gone.


### Minimal reproduction project

[cube.zip](https://github.com/godotengine/godot/files/10773865/cube.zip)