### 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)

return on_;
}
bool CharacterBody2D::is_on__only() const {
	return on_ && !on_wall && !on_;
}
bool CharacterBody2D::is_on_wall() const {
	return on_wall;
}
bool CharacterBody2D::is_on_wall_only() const {
	return on_wall && !on_ && !on_;
}
bool CharacterBody2D::is_on_() const {
	return on_;
}
bool CharacterBody2D::is_on__only() const {
	return on_ && !on_ && !on_wall;
}
const Vector2 &CharacterBody2D::get__normal() const {
	return _normal;
}
const Vector2 &CharacterBody2D::get_wall_normal() const {
	return wall_normal;
}
const Vector2 &CharacterBody2D::get_last_motion() const {
	return last_motion;
}
Vector2 CharacterBody2D::get_position_delta() const {
	return get_global_transform().columns[2] - previous_position;
}
const Vector2 &CharacterBody2D::get_real_velocity() const {