### 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)

if (!slide_on_ || motion.dot(up_direction) < 0 || (result.collision_normal + up_direction).length() < 0.01) {
					apply__velocity = true;
					Vector2 _vertical_velocity = up_direction * up_direction.dot(result.collider_velocity);
					Vector2 motion_vertical_velocity = up_direction * up_direction.dot(velocity);
					if (motion_vertical_velocity.dot(up_direction) > 0 || _vertical_velocity.length_squared() > motion_vertical_velocity.length_squared()) {
						velocity = _vertical_velocity + velocity.slide(up_direction);
					}
				}
			}
			if (on_ && _stop_on_slope && (velocity.normalized() + up_direction).length() < 0.01) {
				Transform2D gt = get_global_transform();
				if (result.travel.length() <= margin + CMP_EPSILON) {
					gt.columns[2] -= result.travel;
				}
				set_global_transform(gt);
				velocity = Vector2();
				last_motion = Vector2();
				motion = Vector2();
				break;
			}
			if (result.remainder.is_zero_approx()) {
				motion = Vector2();
				break;
			}
			
			if (_block_on_wall && on_wall && motion_slide_up.dot(result.collision_normal) <= 0) {
				
				if (p_was_on_ && !on_ && !vel_dir_facing_up) {
					
					if (result.travel.length() <= margin + CMP_EPSILON) {