I have an imported object from blender (not sure if it matters, but it's .glb), which uses an applied trimesh static body collider.

I have a CharacterBody3D (the player) which can move using the default provided movement code in the _physics_process function.

Anytime I walk on the terrain with the player, there is a likely chance that the player will get stuck on one of the edges between collision vertices. I have tested the player movement on steep hills (steeper than the adjoined vertices on the terrain) (using rotated 3d static body cubes) and it works fine.

Image of the cube hill (can navigate it just fine):
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Image of the terrain (stuck on the edge, cannot walk past it, but I can walk past other similar edges perfectly fine):
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Please let me know if I could provide anymore details, and thank you for any proposals on about how to resolve this!

I using Godot 4.0.

I have exact problem myself when importing terrain from Blender that I've sculpted myself, two things, have you double checked that the surface you're walking on is actually flat? With the way ChracterBodies calculate, if there's the tiniest vertices at a very sharp angle, the CharacterBody will stop on that vertices and get itself trapped. Secondly, if you do find this is the case, double check to smooth everything over completely, otherwise you will constantly run into this problem with your entire terrain, let me know if this fixes the problem. I had this issue myself when creating steep hills and my agents kept on getting trapped despite correctly calculating the paths. There should be nothing wrong with using TriMesh static body colliders by themselves.