### 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)

bool body_in = p_status == 1;
	ObjectID objid = p_instance;
	Object *obj = ObjectDB::get_instance(objid);
	Node *node = Object::cast_to<Node>(obj);
	ERR_FAIL_NULL(contact_monitor);
	HashMap<ObjectID, BodyState>::Iterator E = contact_monitor->body_map.find(objid);
	ERR_FAIL_COND(!body_in && !E);
	if (body_in) {
		if (!E) {
			E = contact_monitor->body_map.insert(objid, BodyState());
			E->value.rid = p_body;
			
			E->value.in_scene = node && node->is_inside_tree();
			if (node) {
				node->connect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &RigidBody2D::_body_enter_tree).bind(objid));
				node->connect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &RigidBody2D::_body_exit_tree).bind(objid));
				if (E->value.in_scene) {
					emit_signal(SceneStringNames::get_singleton()->body_entered, node);
				}
			}
			
		}
		if (node) {
			E->value.shapes.insert(ShapePair(p_body_shape, p_local_shape));
		}
		if (E->value.in_scene) {