### 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)

code += "		TRANSFORM[0].xyz = normalize(cross(normalize(TRANSFORM[1].xyz), normalize(TRANSFORM[2].xyz)));\n";
			code += "		TRANSFORM[2].xyz = normalize(cross(normalize(TRANSFORM[0].xyz), normalize(TRANSFORM[1].xyz)));\n";
			code += "	} else {\n";
			code += "		TRANSFORM[2].xyz = normalize(cross(normalize(TRANSFORM[0].xyz), normalize(TRANSFORM[1].xyz)));\n";
			code += "		TRANSFORM[0].xyz = normalize(cross(normalize(TRANSFORM[1].xyz), normalize(TRANSFORM[2].xyz)));\n";
			code += "	}\n";
		} else {
			code += "	TRANSFORM[0].xyz = normalize(TRANSFORM[0].xyz);\n";
			code += "	TRANSFORM[1].xyz = normalize(TRANSFORM[1].xyz);\n";
			code += "	TRANSFORM[2].xyz = normalize(TRANSFORM[2].xyz);\n";
		}
		
		if (particle_flags[PARTICLE_FLAG_ROTATE_Y]) {
			code += "	vec4 origin = TRANSFORM[3];\n";
			code += "	TRANSFORM = mat4(vec4(cos(CUSTOM.x), 0.0, -sin(CUSTOM.x), 0.0), vec4(0.0, 1.0, 0.0, 0.0), vec4(sin(CUSTOM.x), 0.0, cos(CUSTOM.x), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
			code += "	TRANSFORM[3] = origin;\n";
		}
	}
	if (particle_flags[PARTICLE_FLAG_DISABLE_Z]) {
		code += "	TRANSFORM[3].z = 0.0;\n";
	}
	
	code += "	float base_scale = mix(scale_min, scale_max, scale_rand);\n";
	code += "	base_scale = sign(base_scale) * max(abs(base_scale), 0.001);\n";
	code += "	TRANSFORM[0].xyz *= base_scale * sign(tex_scale.r) * max(abs(tex_scale.r), 0.001);\n";
	code += "	TRANSFORM[1].xyz *= base_scale * sign(tex_scale.g) * max(abs(tex_scale.g), 0.001);\n";
	code += "	TRANSFORM[2].xyz *= base_scale * sign(tex_scale.b) * max(abs(tex_scale.b), 0.001);\n";
	if (collision_mode == COLLISION_RIGID) {
		code += "	if (COLLIDED) {\n";
		code += "		if (length(VELOCITY) > 3.0) {\n";