### 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)

shader_names->anim_offset_max = "anim_offset_max";
	shader_names->angle_texture = "angle_texture";
	shader_names->angular_velocity_texture = "angular_velocity_texture";
	shader_names->orbit_velocity_texture = "orbit_velocity_texture";
	shader_names->linear_accel_texture = "linear_accel_texture";
	shader_names->radial_accel_texture = "radial_accel_texture";
	shader_names->tangent_accel_texture = "tangent_accel_texture";
	shader_names->damping_texture = "damping_texture";
	shader_names->scale_texture = "scale_texture";
	shader_names->hue_variation_texture = "hue_variation_texture";
	shader_names->anim_speed_texture = "anim_speed_texture";
	shader_names->anim_offset_texture = "anim_offset_texture";
	shader_names->color = "color_value";
	shader_names->color_ramp = "color_ramp";
	shader_names->color_initial_ramp = "color_initial_ramp";
	shader_names->emission_sphere_radius = "emission_sphere_radius";
	shader_names->emission_box_extents = "emission_box_extents";
	shader_names->emission_texture_point_count = "emission_texture_point_count";
	shader_names->emission_texture_points = "emission_texture_points";
	shader_names->emission_texture_normal = "emission_texture_normal";
	shader_names->emission_texture_color = "emission_texture_color";
	shader_names->emission_ring_axis = "emission_ring_axis";
	shader_names->emission_ring_height = "emission_ring_height";
	shader_names->emission_ring_radius = "emission_ring_radius";
	shader_names->emission_ring_inner_radius = "emission_ring_inner_radius";
	shader_names->turbulence_enabled = "turbulence_enabled";
	shader_names->turbulence_noise_strength = "turbulence_noise_strength";
	shader_names->turbulence_noise_scale = "turbulence_noise_scale";
	shader_names->turbulence_noise_speed = "turbulence_noise_speed";
	shader_names->turbulence_noise_speed_random = "turbulence_noise_speed_random";