### 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)

ERR_FAIL_INDEX_V(p_param, PARAM_MAX, 0);
	return params_max[p_param];
}
static void _adjust_curve_range(const Ref<Texture2D> &p_texture, float p_min, float p_max) {
	Ref<CurveTexture> curve_tex = p_texture;
	if (!curve_tex.is_valid()) {
		return;
	}
	curve_tex->ensure_default_setup(p_min, p_max);
}
void ParticleProcessMaterial::set_param_texture(Parameter p_param, const Ref<Texture2D> &p_texture) {
	ERR_FAIL_INDEX(p_param, PARAM_MAX);
	tex_parameters[p_param] = p_texture;
	RID tex_rid = p_texture.is_valid() ? p_texture->get_rid() : RID();
	switch (p_param) {
		case PARAM_INITIAL_LINEAR_VELOCITY: {
			
		} break;
		case PARAM_ANGULAR_VELOCITY: {
			RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->angular_velocity_texture, tex_rid);
			_adjust_curve_range(p_texture, -360, 360);
		} break;
		case PARAM_ORBIT_VELOCITY: {
			RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->orbit_velocity_texture, tex_rid);
			_adjust_curve_range(p_texture, -500, 500);
		} break;
		case PARAM_LINEAR_ACCEL: {
			RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->linear_accel_texture, tex_rid);