### 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)

emission_color_texture = p_colors;
	RID tex_rid = p_colors.is_valid() ? p_colors->get_rid() : RID();
	RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_texture_color, tex_rid);
	_queue_shader_change();
}
void ParticleProcessMaterial::set_emission_point_count(int p_count) {
	emission_point_count = p_count;
	RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_texture_point_count, p_count);
}
void ParticleProcessMaterial::set_emission_ring_axis(Vector3 p_axis) {
	emission_ring_axis = p_axis;
	RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_ring_axis, p_axis);
}
void ParticleProcessMaterial::set_emission_ring_height(real_t p_height) {
	emission_ring_height = p_height;
	RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_ring_height, p_height);
}
void ParticleProcessMaterial::set_emission_ring_radius(real_t p_radius) {
	emission_ring_radius = p_radius;
	RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_ring_radius, p_radius);
}
void ParticleProcessMaterial::set_emission_ring_inner_radius(real_t p_radius) {
	emission_ring_inner_radius = p_radius;
	RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_ring_inner_radius, p_radius);
}
ParticleProcessMaterial::EmissionShape ParticleProcessMaterial::get_emission_shape() const {
	return emission_shape;
}
real_t ParticleProcessMaterial::get_emission_sphere_radius() const {