### 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 sleeping;
}
void RigidBody3D::set_max_contacts_reported(int p_amount) {
	max_contacts_reported = p_amount;
	PhysicsServer3D::get_singleton()->body_set_max_contacts_reported(get_rid(), p_amount);
}
int RigidBody3D::get_max_contacts_reported() const {
	return max_contacts_reported;
}
int RigidBody3D::get_contact_count() const {
	PhysicsDirectBodyState3D *bs = PhysicsServer3D::get_singleton()->body_get_direct_state(get_rid());
	ERR_FAIL_NULL_V(bs, 0);
	return bs->get_contact_count();
}
void RigidBody3D::apply_central_impulse(const Vector3 &p_impulse) {
	PhysicsServer3D::get_singleton()->body_apply_central_impulse(get_rid(), p_impulse);
}
void RigidBody3D::apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position) {
	PhysicsServer3D *singleton = PhysicsServer3D::get_singleton();
	singleton->body_apply_impulse(get_rid(), p_impulse, p_position);
}
void RigidBody3D::apply_torque_impulse(const Vector3 &p_impulse) {
	PhysicsServer3D::get_singleton()->body_apply_torque_impulse(get_rid(), p_impulse);
}
void RigidBody3D::apply_central_force(const Vector3 &p_force) {
	PhysicsServer3D::get_singleton()->body_apply_central_force(get_rid(), p_force);
}
void RigidBody3D::apply_force(const Vector3 &p_force, const Vector3 &p_position) {