### 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)

color_ramp = p_texture;
	RID tex_rid = p_texture.is_valid() ? p_texture->get_rid() : RID();
	RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->color_ramp, tex_rid);
	_queue_shader_change();
	notify_property_list_changed();
}
Ref<Texture2D> ParticleProcessMaterial::get_color_ramp() const {
	return color_ramp;
}
void ParticleProcessMaterial::set_color_initial_ramp(const Ref<Texture2D> &p_texture) {
	color_initial_ramp = p_texture;
	RID tex_rid = p_texture.is_valid() ? p_texture->get_rid() : RID();
	RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->color_initial_ramp, tex_rid);
	_queue_shader_change();
	notify_property_list_changed();
}
Ref<Texture2D> ParticleProcessMaterial::get_color_initial_ramp() const {
	return color_initial_ramp;
}
void ParticleProcessMaterial::set_particle_flag(ParticleFlags p_particle_flag, bool p_enable) {
	ERR_FAIL_INDEX(p_particle_flag, PARTICLE_FLAG_MAX);
	particle_flags[p_particle_flag] = p_enable;
	_queue_shader_change();
	if (p_particle_flag == PARTICLE_FLAG_DISABLE_Z) {
		notify_property_list_changed();
	}
}
bool ParticleProcessMaterial::get_particle_flag(ParticleFlags p_particle_flag) const {