### 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)

floor_normal = collision.normal;
					floor_depth = collision.depth;
					_set_platform_data(collision);
				}
				continue;
			}
			// 
			real_t ceiling_angle = collision.get_angle(-up_direction);
			if (ceiling_angle <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) {
				r_state.ceiling = true;
				if (p_apply_state.ceiling) {
					platform_ceiling_velocity = collision.collider_velocity;
					ceiling_normal = collision.normal;
					collision_state.ceiling = true;
				}
				continue;
			}
		}
		// 
		r_state.wall = true;
		if (p_apply_state.wall && collision.depth > wall_depth) {
			collision_state.wall = true;
			wall_depth = collision.depth;
			wall_normal = collision.normal;
			// 
			if (Object::cast_to<CharacterBody3D>(ObjectDB::get_instance(collision.collider_id)) == nullptr) {
				_set_platform_data(collision);
			}
		}
		//