### 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)

return emission_sphere_radius;
}
Vector3 ParticleProcessMaterial::get_emission_box_extents() const {
	return emission_box_extents;
}
Ref<Texture2D> ParticleProcessMaterial::get_emission_point_texture() const {
	return emission_point_texture;
}
Ref<Texture2D> ParticleProcessMaterial::get_emission_normal_texture() const {
	return emission_normal_texture;
}
Ref<Texture2D> ParticleProcessMaterial::get_emission_color_texture() const {
	return emission_color_texture;
}
int ParticleProcessMaterial::get_emission_point_count() const {
	return emission_point_count;
}
Vector3 ParticleProcessMaterial::get_emission_ring_axis() const {
	return emission_ring_axis;
}
real_t ParticleProcessMaterial::get_emission_ring_height() const {
	return emission_ring_height;
}
real_t ParticleProcessMaterial::get_emission_ring_radius() const {
	return emission_ring_radius;
}
real_t ParticleProcessMaterial::get_emission_ring_inner_radius() const {
	return emission_ring_inner_radius;
}
void ParticleProcessMaterial::set_turbulence_enabled(const bool p_turbulence_enabled) {