### Godot version

v4.1.rc1.official [1f9e540f1]

### System information

Godot v4.1.rc1 - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 960 (NVIDIA; 31.0.15.3623) - AMD FX(tm)-6300 Six-Core Processor (6 Threads)

### Issue description

When damping is used and a particle is fully stopped, it gets new shape, color, angular velocity, etc. It looks like it's being recreated from scratch.

### Steps to reproduce

1. Run the project.
2. Open block_hit_particles.tscn.

### Minimal reproduction project

[Bugged Particles.zip](https://github.com/godotengine/godot/files/11887286/Bugged.Particles.zip)

if (emission_shape == EMISSION_SHAPE_POINTS || emission_shape == EMISSION_SHAPE_DIRECTED_POINTS) {
		code += "	int point = min(emission_texture_point_count - 1, int(rand_from_seed(alt_seed) * float(emission_texture_point_count)));\n";
		code += "	ivec2 emission_tex_size = textureSize(emission_texture_points, 0);\n";
		code += "	ivec2 emission_tex_ofs = ivec2(point % emission_tex_size.x, point / emission_tex_size.x);\n";
	}
	if (tex_parameters[PARAM_ANGLE].is_valid()) {
		code += "	float tex_angle = textureLod(angle_texture, vec2(0.0, 0.0), 0.0).r;\n";
	} else {
		code += "	float tex_angle = 1.0;\n";
	}
	if (tex_parameters[PARAM_ANIM_OFFSET].is_valid()) {
		code += "	float tex_anim_offset = textureLod(anim_offset_texture, vec2(0.0, 0.0), 0.0).r;\n";
	} else {
		code += "	float tex_anim_offset = 1.0;\n";
	}
	code += "	float spread_rad = spread * degree_to_rad;\n";
	code += "	if (RESTART_VELOCITY) {\n";
	if (tex_parameters[PARAM_INITIAL_LINEAR_VELOCITY].is_valid()) {
		code += "		float tex_linear_velocity = textureLod(linear_velocity_texture, vec2(0.0, 0.0), 0.0).r;\n";
	} else {
		code += "		float tex_linear_velocity = 1.0;\n";
	}
	if (particle_flags[PARTICLE_FLAG_DISABLE_Z]) {
		code += "		{\n";
		code += "			float angle1_rad = rand_from_seed_m1_p1(alt_seed) * spread_rad;\n";
		code += "			angle1_rad += direction.x != 0.0 ? atan(direction.y, direction.x) : sign(direction.y) * (pi / 2.0);\n";
		code += "			vec3 rot = vec3(cos(angle1_rad), sin(angle1_rad), 0.0);\n";
		code += "			VELOCITY = rot * mix(initial_linear_velocity_min,initial_linear_velocity_max, rand_from_seed(alt_seed));\n";
		code += "		}\n";
	} else {