### 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)

sub_emitter_frequency = p_frequency;
	RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->sub_emitter_frequency, 1.0 / p_frequency); 
}
double ParticleProcessMaterial::get_sub_emitter_frequency() const {
	return sub_emitter_frequency;
}
void ParticleProcessMaterial::set_sub_emitter_amount_at_end(int p_amount) {
	sub_emitter_amount_at_end = p_amount;
	RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->sub_emitter_amount_at_end, p_amount);
}
int ParticleProcessMaterial::get_sub_emitter_amount_at_end() const {
	return sub_emitter_amount_at_end;
}
void ParticleProcessMaterial::set_sub_emitter_amount_at_collision(int p_amount) {
	sub_emitter_amount_at_collision = p_amount;
	RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->sub_emitter_amount_at_collision, p_amount);
}
int ParticleProcessMaterial::get_sub_emitter_amount_at_collision() const {
	return sub_emitter_amount_at_collision;
}
void ParticleProcessMaterial::set_sub_emitter_keep_velocity(bool p_enable) {
	sub_emitter_keep_velocity = p_enable;
	RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->sub_emitter_keep_velocity, p_enable);
}
bool ParticleProcessMaterial::get_sub_emitter_keep_velocity() const {
	return sub_emitter_keep_velocity;
}
void ParticleProcessMaterial::set_attractor_interaction_enabled(bool p_enable) {