### 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)

GDCLASS(KinematicCollision2D, RefCounted);
	PhysicsBody2D *owner = nullptr;
	friend class PhysicsBody2D;
	friend class CharacterBody2D;
	PhysicsServer2D::MotionResult result;
protected:
	static void _bind_methods();
public:
	Vector2 get_position() const;
	Vector2 get_normal() const;
	Vector2 get_travel() const;
	Vector2 get_remainder() const;
	real_t get_angle(const Vector2 &p_up_direction = Vector2(0.0, -1.0)) const;
	real_t get_depth() const;
	Object *get_local_shape() const;
	Object *get_collider() const;
	ObjectID get_collider_id() const;
	RID get_collider_rid() const;
	Object *get_collider_shape() const;
	int get_collider_shape_index() const;
	Vector2 get_collider_velocity() const;
};
#endif