### 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 += "	if (CUSTOM.y < end_time && (CUSTOM.y + unit_delta) >= end_time) emit_count = sub_emitter_amount_at_end;\n";
			} break;
			default: {
			}
		}
		code += "	for(int i=0;i<emit_count;i++) {\n";
		code += "		uint flags = FLAG_EMIT_POSITION|FLAG_EMIT_ROT_SCALE;\n";
		code += "		if (sub_emitter_keep_velocity) flags|=FLAG_EMIT_VELOCITY;\n";
		code += "		emit_subparticle(TRANSFORM,VELOCITY,vec4(0.0),vec4(0.0),flags);\n";
		code += "	}";
	}
	code += "	if (CUSTOM.y > CUSTOM.w) {\n";
	code += "		ACTIVE = false;\n";
	code += "	}\n";
	code += "}\n";
	code += "\n";
	ShaderData shader_data;
	shader_data.shader = RS::get_singleton()->shader_create();
	shader_data.users = 1;
	RS::get_singleton()->shader_set_code(shader_data.shader, code);
	shader_map[mk] = shader_data;
	RS::get_singleton()->material_set_shader(_get_material(), shader_data.shader);
}
void ParticleProcessMaterial::flush_changes() {
	MutexLock lock(material_mutex);
	while (dirty_materials->first()) {
		dirty_materials->first()->self()->_update_shader();
	}
}
void ParticleProcessMaterial::_queue_shader_change() {