### Godot version

Godot 4 stable and Godot 3.x LTS

### System information

Fedora linux

### Issue description

If you use some custom logic inside _integrate_forces() to alter the state linear velocity and there is any reference to linear_velocity in physics process, the result in godot 3.5 is that it moves just a little bit, while in godot 4 is totally still.

### Steps to reproduce

For the example i created a simple scene in which i apply a force on the linear velocity in  _integrate_forces()  and added a line that add zero to it in physics process. You will not see any move, but it will work fine if you comment the line adding zero.


### Minimal reproduction project

[PhysicsBugReproduction.zip](https://github.com/godotengine/godot/files/12139772/PhysicsBugReproduction.zip)

}
		
		// 
		else if (floor_constant_speed && first_slide && _on_floor_if_snapped(p_was_on_floor, vel_dir_facing_up)) {
			can_apply_constant_speed = false;
			sliding_enabled = true;
			Transform3D gt = get_global_transform();
			gt.origin = gt.origin - result.travel;
			set_global_transform(gt);
			
			
			Vector3 motion_slide_norm = up_direction.cross(motion).cross(prev_floor_normal);
			motion_slide_norm.normalize();
			motion = motion_slide_norm * (motion_slide_up.length());
			collided = true;
		}
		if (!collided || motion.is_zero_approx()) {
			break;
		}
		can_apply_constant_speed = !can_apply_constant_speed && !sliding_enabled;
		sliding_enabled = true;
		first_slide = false;
	}
	_snap_on_floor(p_was_on_floor, vel_dir_facing_up);
	// 
	if (collision_state.floor && !vel_dir_facing_up) {
		velocity = velocity.slide(up_direction);
	}
}
void CharacterBody3D::_move_and_slide_floating(double p_delta) {