### 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)

ClassDB::bind_method(D_METHOD("set_emission_shape", "shape"), &ParticleProcessMaterial::set_emission_shape);
	ClassDB::bind_method(D_METHOD("get_emission_shape"), &ParticleProcessMaterial::get_emission_shape);
	ClassDB::bind_method(D_METHOD("set_emission_sphere_radius", "radius"), &ParticleProcessMaterial::set_emission_sphere_radius);
	ClassDB::bind_method(D_METHOD("get_emission_sphere_radius"), &ParticleProcessMaterial::get_emission_sphere_radius);
	ClassDB::bind_method(D_METHOD("set_emission_box_extents", "extents"), &ParticleProcessMaterial::set_emission_box_extents);
	ClassDB::bind_method(D_METHOD("get_emission_box_extents"), &ParticleProcessMaterial::get_emission_box_extents);
	ClassDB::bind_method(D_METHOD("set_emission_point_texture", "texture"), &ParticleProcessMaterial::set_emission_point_texture);
	ClassDB::bind_method(D_METHOD("get_emission_point_texture"), &ParticleProcessMaterial::get_emission_point_texture);
	ClassDB::bind_method(D_METHOD("set_emission_normal_texture", "texture"), &ParticleProcessMaterial::set_emission_normal_texture);
	ClassDB::bind_method(D_METHOD("get_emission_normal_texture"), &ParticleProcessMaterial::get_emission_normal_texture);
	ClassDB::bind_method(D_METHOD("set_emission_color_texture", "texture"), &ParticleProcessMaterial::set_emission_color_texture);
	ClassDB::bind_method(D_METHOD("get_emission_color_texture"), &ParticleProcessMaterial::get_emission_color_texture);
	ClassDB::bind_method(D_METHOD("set_emission_point_count", "point_count"), &ParticleProcessMaterial::set_emission_point_count);
	ClassDB::bind_method(D_METHOD("get_emission_point_count"), &ParticleProcessMaterial::get_emission_point_count);
	ClassDB::bind_method(D_METHOD("set_emission_ring_axis", "axis"), &ParticleProcessMaterial::set_emission_ring_axis);
	ClassDB::bind_method(D_METHOD("get_emission_ring_axis"), &ParticleProcessMaterial::get_emission_ring_axis);
	ClassDB::bind_method(D_METHOD("set_emission_ring_height", "height"), &ParticleProcessMaterial::set_emission_ring_height);
	ClassDB::bind_method(D_METHOD("get_emission_ring_height"), &ParticleProcessMaterial::get_emission_ring_height);
	ClassDB::bind_method(D_METHOD("set_emission_ring_radius", "radius"), &ParticleProcessMaterial::set_emission_ring_radius);
	ClassDB::bind_method(D_METHOD("get_emission_ring_radius"), &ParticleProcessMaterial::get_emission_ring_radius);
	ClassDB::bind_method(D_METHOD("set_emission_ring_inner_radius", "inner_radius"), &ParticleProcessMaterial::set_emission_ring_inner_radius);
	ClassDB::bind_method(D_METHOD("get_emission_ring_inner_radius"), &ParticleProcessMaterial::get_emission_ring_inner_radius);
	ClassDB::bind_method(D_METHOD("get_turbulence_enabled"), &ParticleProcessMaterial::get_turbulence_enabled);
	ClassDB::bind_method(D_METHOD("set_turbulence_enabled", "turbulence_enabled"), &ParticleProcessMaterial::set_turbulence_enabled);
	ClassDB::bind_method(D_METHOD("get_turbulence_noise_strength"), &ParticleProcessMaterial::get_turbulence_noise_strength);
	ClassDB::bind_method(D_METHOD("set_turbulence_noise_strength", "turbulence_noise_strength"), &ParticleProcessMaterial::set_turbulence_noise_strength);
	ClassDB::bind_method(D_METHOD("get_turbulence_noise_scale"), &ParticleProcessMaterial::get_turbulence_noise_scale);
	ClassDB::bind_method(D_METHOD("set_turbulence_noise_scale", "turbulence_noise_scale"), &ParticleProcessMaterial::set_turbulence_noise_scale);
	ClassDB::bind_method(D_METHOD("get_turbulence_noise_speed_random"), &ParticleProcessMaterial::get_turbulence_noise_speed_random);
	ClassDB::bind_method(D_METHOD("set_turbulence_noise_speed_random", "turbulence_noise_speed_random"), &ParticleProcessMaterial::set_turbulence_noise_speed_random);