Some actors should use mesh translation for position offset
Object and collision shape doesn't use the same origin, so we translate position in several parts of the engine before interacting with physics.
For compatibility with vanilla, we translate by the collision shape half-extent instead of the difference between origins. It seems that in some cases it is incorrect. One such example are silt strider used by abot's scenic travel. Along z axis, half extent is 50 whereas mesh translation is 1010. When we apply the usual translation, the collision shape ends into the ground or in objects near the ground (rocks, etc), that in turn makes the unstuck code push the actor higher. Since it is controlled by scripts the actor vibrate along z axis. Using the mesh translation solve the issue.