### 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)

GDCLASS(KinematicCollision3D, RefCounted);
	PhysicsBody3D *owner = nullptr;
	friend class PhysicsBody3D;
	friend class CharacterBody3D;
	PhysicsServer3D::MotionResult result;
protected:
	static void _bind_methods();
public:
	Vector3 get_travel() const;
	Vector3 get_remainder() const;
	int get_collision_count() const;
	real_t get_depth() const;
	Vector3 get_position(int p_collision_index = 0) const;
	Vector3 get_normal(int p_collision_index = 0) const;
	real_t get_angle(int p_collision_index = 0, const Vector3 &p_up_direction = Vector3(0.0, 1.0, 0.0)) const;
	Object *get_local_shape(int p_collision_index = 0) const;
	Object *get_collider(int p_collision_index = 0) const;
	ObjectID get_collider_id(int p_collision_index = 0) const;
	RID get_collider_rid(int p_collision_index = 0) const;
	Object *get_collider_shape(int p_collision_index = 0) const;
	int get_collider_shape_index(int p_collision_index = 0) const;
	Vector3 get_collider_velocity(int p_collision_index = 0) const;
};
class PhysicalBone3D : public PhysicsBody3D {