### 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)

return bone_id;
	}
	void set_joint_type(JointType p_joint_type);
	JointType get_joint_type() const;
	void set_joint_offset(const Transform3D &p_offset);
	const Transform3D &get_joint_offset() const;
	void set_joint_rotation(const Vector3 &p_euler_rad);
	Vector3 get_joint_rotation() const;
	void set_body_offset(const Transform3D &p_offset);
	const Transform3D &get_body_offset() const;
	void set_simulate_physics(bool p_simulate);
	bool get_simulate_physics();
	bool is_simulating_physics();
	void set_bone_name(const String &p_name);
	const String &get_bone_name() const;
	void set_mass(real_t p_mass);
	real_t get_mass() const;
	void set_friction(real_t p_friction);
	real_t get_friction() const;