### 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)

code += "			mat2 rotm;";
					code += "			rotm[0] = texelFetch(emission_texture_normal, emission_tex_ofs, 0).xy;\n";
					code += "			rotm[1] = rotm[0].yx * vec2(1.0, -1.0);\n";
					code += "			if (RESTART_VELOCITY) VELOCITY.xy = rotm * VELOCITY.xy;\n";
					code += "		}\n";
				} else {
					code += "		{\n";
					code += "			vec3 normal = texelFetch(emission_texture_normal, emission_tex_ofs, 0).xyz;\n";
					code += "			vec3 v0 = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 1.0, 0.0);\n";
					code += "			vec3 tangent = normalize(cross(v0, normal));\n";
					code += "			vec3 bitangent = normalize(cross(tangent, normal));\n";
					code += "			if (RESTART_VELOCITY) VELOCITY = mat3(tangent, bitangent, normal) * VELOCITY;\n";
					code += "		}\n";
				}
			}
		} break;
		case EMISSION_SHAPE_RING: {
			code += "		float ring_spawn_angle = rand_from_seed(alt_seed) * 2.0 * pi;\n";
			code += "		float ring_random_radius = rand_from_seed(alt_seed) * (emission_ring_radius - emission_ring_inner_radius) + emission_ring_inner_radius;\n";
			code += "		vec3 axis = normalize(emission_ring_axis);\n";
			code += "		vec3 ortho_axis = vec3(0.0);\n";
			code += "		if (axis == vec3(1.0, 0.0, 0.0)) {\n";
			code += "			ortho_axis = cross(axis, vec3(0.0, 1.0, 0.0));\n";
			code += "		} else {\n";
			code += " 			ortho_axis = cross(axis, vec3(1.0, 0.0, 0.0));\n";
			code += "		}\n";
			code += "		ortho_axis = normalize(ortho_axis);\n";
			code += "		float s = sin(ring_spawn_angle);\n";
			code += "		float c = cos(ring_spawn_angle);\n";
			code += "		float oc = 1.0 - c;\n";