### 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)

BIND_ENUM_CONSTANT(PARAM_TURB_INIT_DISPLACEMENT);
	BIND_ENUM_CONSTANT(PARAM_TURB_INFLUENCE_OVER_LIFE);
	BIND_ENUM_CONSTANT(SUB_EMITTER_DISABLED);
	BIND_ENUM_CONSTANT(SUB_EMITTER_CONSTANT);
	BIND_ENUM_CONSTANT(SUB_EMITTER_AT_END);
	BIND_ENUM_CONSTANT(SUB_EMITTER_AT_COLLISION);
	BIND_ENUM_CONSTANT(SUB_EMITTER_MAX);
	BIND_ENUM_CONSTANT(COLLISION_DISABLED);
	BIND_ENUM_CONSTANT(COLLISION_RIGID);
	BIND_ENUM_CONSTANT(COLLISION_HIDE_ON_CONTACT);
	BIND_ENUM_CONSTANT(COLLISION_MAX);
}
ParticleProcessMaterial::ParticleProcessMaterial() :
		element(this) {
	set_direction(Vector3(1, 0, 0));
	set_spread(45);
	set_flatness(0);
	set_param_min(PARAM_INITIAL_LINEAR_VELOCITY, 0);
	set_param_min(PARAM_ANGULAR_VELOCITY, 0);
	set_param_min(PARAM_ORBIT_VELOCITY, 0);
	set_param_min(PARAM_LINEAR_ACCEL, 0);
	set_param_min(PARAM_RADIAL_ACCEL, 0);
	set_param_min(PARAM_TANGENTIAL_ACCEL, 0);
	set_param_min(PARAM_DAMPING, 0);
	set_param_min(PARAM_ANGLE, 0);
	set_param_min(PARAM_SCALE, 1);
	set_param_min(PARAM_HUE_VARIATION, 0);
	set_param_min(PARAM_ANIM_SPEED, 0);
	set_param_min(PARAM_ANIM_OFFSET, 0);
	set_param_max(PARAM_INITIAL_LINEAR_VELOCITY, 0);