I haven't worked with this stuff much before, but my best guess is that you should use a different function. If no body is actually "entering" the body, I don't see any reason for that function to be called. My best guess is to try this function which I see in the kinematic body documentation:
KinematicCollision move_and_collide(rel_vec: Vector3, infinite_inertia: bool = true, exclude_raycast_shapes: bool = true, test_only: bool = false)
Moves the body along the vector rel_vec. The body will stop if it collides. Returns a KinematicCollision, which contains information about the collision.
If test_only is true, the body does not move but the would-be collision information is given.