### 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)

PhysicsServer3D *singleton = PhysicsServer3D::get_singleton();
	singleton->body_apply_force(get_rid(), p_force, p_position);
}
void RigidBody3D::apply_torque(const Vector3 &p_torque) {
	PhysicsServer3D::get_singleton()->body_apply_torque(get_rid(), p_torque);
}
void RigidBody3D::add_constant_central_force(const Vector3 &p_force) {
	PhysicsServer3D::get_singleton()->body_add_constant_central_force(get_rid(), p_force);
}
void RigidBody3D::add_constant_force(const Vector3 &p_force, const Vector3 &p_position) {
	PhysicsServer3D *singleton = PhysicsServer3D::get_singleton();
	singleton->body_add_constant_force(get_rid(), p_force, p_position);
}
void RigidBody3D::add_constant_torque(const Vector3 &p_torque) {
	PhysicsServer3D::get_singleton()->body_add_constant_torque(get_rid(), p_torque);
}
void RigidBody3D::set_constant_force(const Vector3 &p_force) {
	PhysicsServer3D::get_singleton()->body_set_constant_force(get_rid(), p_force);
}
Vector3 RigidBody3D::get_constant_force() const {
	return PhysicsServer3D::get_singleton()->body_get_constant_force(get_rid());
}
void RigidBody3D::set_constant_torque(const Vector3 &p_torque) {
	PhysicsServer3D::get_singleton()->body_set_constant_torque(get_rid(), p_torque);
}
Vector3 RigidBody3D::get_constant_torque() const {
	return PhysicsServer3D::get_singleton()->body_get_constant_torque(get_rid());
}
void RigidBody3D::set_use_continuous_collision_detection(bool p_enable) {