I don't think people fully understood my last post, so I'm making a follow-up. It isn't just a plain cylinder collider; It does a SM64-style floorcast using cylinder contacts reported by the physics engine. Notice how the origin point neatly lines up with the slope?
I hate how pill colliders for platformers are industry standard. In my opinion, the player's origin point should never sag below the floor. So, I've devised my own Godot "Cylinder-based Footing" character controller that combines the benefits of both capsules & cylinders.