### 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)

MutexLock lock(material_mutex);
	if (_is_initialized() && !element.in_list()) {
		dirty_materials->add(&element);
	}
}
bool ParticleProcessMaterial::_is_shader_dirty() const {
	MutexLock lock(material_mutex);
	return element.in_list();
}
void ParticleProcessMaterial::set_direction(Vector3 p_direction) {
	direction = p_direction;
	RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->direction, direction);
}
Vector3 ParticleProcessMaterial::get_direction() const {
	return direction;
}
void ParticleProcessMaterial::set_spread(float p_spread) {
	spread = p_spread;
	RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->spread, p_spread);
}
float ParticleProcessMaterial::get_spread() const {
	return spread;
}
void ParticleProcessMaterial::set_flatness(float p_flatness) {
	flatness = p_flatness;
	RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->flatness, p_flatness);
}
float ParticleProcessMaterial::get_flatness() const {