### 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)

set_sub_emitter_frequency(4);
	set_sub_emitter_amount_at_end(1);
	set_sub_emitter_amount_at_collision(1);
	set_sub_emitter_keep_velocity(false);
	set_attractor_interaction_enabled(true);
	set_collision_mode(COLLISION_DISABLED);
	set_collision_bounce(0.0);
	set_collision_friction(0.0);
	set_collision_use_scale(false);
	for (int i = 0; i < PARTICLE_FLAG_MAX; i++) {
		particle_flags[i] = false;
	}
	set_color(Color(1, 1, 1, 1));
	current_key.invalid_key = 1;
	_mark_initialized(callable_mp(this, &ParticleProcessMaterial::_queue_shader_change));
}
ParticleProcessMaterial::~ParticleProcessMaterial() {
	ERR_FAIL_NULL(RenderingServer::get_singleton());
	MutexLock lock(material_mutex);
	if (shader_map.has(current_key)) {
		shader_map[current_key].users--;
		if (shader_map[current_key].users == 0) {
			
			RS::get_singleton()->free(shader_map[current_key].shader);
			shader_map.erase(current_key);
		}
		RS::get_singleton()->material_set_shader(_get_material(), RID());
	}
}