### 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)

CollisionObject2D(PhysicsServer2D::get_singleton()->body_create(), false) {
	set_body_mode(p_mode);
	set_pickable(false);
}
PhysicsBody2D::~PhysicsBody2D() {
	if (motion_cache.is_valid()) {
		motion_cache->owner = nullptr;
	}
}
Ref<KinematicCollision2D> PhysicsBody2D::_move(const Vector2 &p_motion, bool p_test_only, real_t p_margin, bool p_recovery_as_collision) {
	PhysicsServer2D::MotionParameters parameters(get_global_transform(), p_motion, p_margin);
	parameters.recovery_as_collision = p_recovery_as_collision;
	PhysicsServer2D::MotionResult result;
	if (move_and_collide(parameters, result, p_test_only)) {
		
		if (motion_cache.is_null() || motion_cache->get_reference_count() > 1) {
			motion_cache.instantiate();
			motion_cache->owner = this;
		}
		motion_cache->result = result;
		return motion_cache;
	}
	return Ref<KinematicCollision2D>();
}
bool PhysicsBody2D::move_and_collide(const PhysicsServer2D::MotionParameters &p_parameters, PhysicsServer2D::MotionResult &r_result, bool p_test_only, bool p_cancel_sliding) {