### 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 (slide_motion.dot(velocity) > 0.0) {
						motion = slide_motion;
					} else {
						motion = Vector3();
					}
					if (slide_on_ceiling && result_state.ceiling) {
						
						if (vel_dir_facing_up) {
							velocity = velocity.slide(collision.normal);
						} else {
							
							velocity = up_direction * up_direction.dot(velocity);
						}
					}
				}
				
				else {
					motion = result.remainder;
					if (result_state.ceiling && !slide_on_ceiling && vel_dir_facing_up) {
						velocity = velocity.slide(up_direction);
						motion = motion.slide(up_direction);
					}
				}
			}
			total_travel += result.travel;
			
			if (p_was_on_floor && floor_constant_speed && can_apply_constant_speed && collision_state.floor && !motion.is_zero_approx()) {
				Vector3 travel_slide_up = total_travel.slide(up_direction);
				motion = motion.normalized() * MAX(0, (motion_slide_up.length() - travel_slide_up.length()));
			}