### 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 (motion_mode == MOTION_MODE_GROUNDED && p_result.get_angle(up_direction) <= _max_angle + FLOOR_ANGLE_THRESHOLD) { //
		on_ = true;
		_normal = p_result.collision_normal;
		_set_platform_data(p_result);
	} else if (motion_mode == MOTION_MODE_GROUNDED && p_result.get_angle(-up_direction) <= _max_angle + FLOOR_ANGLE_THRESHOLD) { //
		on_ = true;
	} else {
		on_wall = true;
		wall_normal = p_result.collision_normal;
		// 
		if (Object::cast_to<CharacterBody2D>(ObjectDB::get_instance(p_result.collider_id)) == nullptr) {
			_set_platform_data(p_result);
		}
	}
}
void CharacterBody2D::_set_platform_data(const PhysicsServer2D::MotionResult &p_result) {
	platform_rid = p_result.collider;
	platform_object_id = p_result.collider_id;
	platform_velocity = p_result.collider_velocity;
	platform_layer = PhysicsServer2D::get_singleton()->body_get_collision_layer(platform_rid);
}
const Vector2 &CharacterBody2D::get_velocity() const {
	return velocity;
}
void CharacterBody2D::set_velocity(const Vector2 &p_velocity) {
	velocity = p_velocity;
}
bool CharacterBody2D::is_on_() const {